Level
6th
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Enchantment
Attack/Save
WIS Save
Damage/Effect

You spin in a circle and make an extravagant gesture towards a target within 60 ft. The target must make a Wisdom saving throw. A creature unable to be charmed is unaffected by this spell.
On a failure, an ethereal jester's cap and bells manifests over the target's head, and they take on a mischievous demeanor, running around and messing with foes and allies alike. The creature must use its turn to move to the nearest creature and attempt to shove it, knocking it prone on a success. It may also attempt to disarm it's target if the target is holding a weapon.

On a success, the creature instead falls into a fit of laughter, becoming incapacitated and unable to stand up for the duration.

The creature may repeat this saving throw if it takes damage during the duration. Regardless of a success or failure on the initial saving throw, a creature is immune to this spell for 24 hours.

 

* - (A golden bell.)

Available For: Bard (Legacy) Wizard (Legacy) Cleric (Legacy) - Trickery Domain (Legacy) Sorcerer (Legacy) - Wild Magic (Legacy) Warlock (Legacy) - The Archfey (Legacy)

AFeebleSwine

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