You create a 5 ft cube of flames in an unoccupied space that you can see within range. Any creature within 5 ft of the flames must make a Wisdome saving throw. On a failed save, the creature becomes charmed for the duration.
While charmed by this spell, the creature must use its movement to walk towards the flames and does not get to use any actions or reactions.
When the creature enters the flames for the first time or starts its turn there, it takes 2d8 fire damage. When the creature takes damage from the fire, it may to reroll its saving throw with advantage.
The spell effects end for the creature id it takes damage from any source just than the flame or if someone else uses an action to shake the creature from its stupor.
Previous Versions
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5/21/2019 2:21:00 AM
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37
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1
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Coming Soon
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