You touch the forehead of a nearby creature. That creature must make a Wisdom save with a DC equal to your Charisma score. You may expend an extra spell slot to make this equal to intelligence instead. On a failed save, the creature takes 1d4 psychic damage, and attacks anything it thinks has something of value except for the caster of the spell. This includes other players of the party. Every turn, the affected creature makes a Wisdom save with a DC of 14, and on a failed save must take 1d4 damage, and rolls disadvantage on melee and ranged attacks. If a person wants to undo the effect of the spell, they must roll 5d10+5, and the number roll is how much GP is required to undo the effects of the spell. At the end of the spell, roll a Wisdom save with a DC of 16. On a failed save, take 1d8 psychic damage and fall prone. On a successful save, take half damage and remain standing.
* - (5 GP, a feather, a bar of gold)
Level
5th
Casting Time
1 Action
Range/Area
Touch
Components
S, M *
Duration
Concentration
2 Hours
School
Enchantment
Attack/Save
None
Damage/Effect
Comments