Level
Cantrip
Casting Time
1 Action
Range/Area
Sight
Components
V
Duration
Concentration 1 Round
School
Enchantment
Attack/Save
CHA Save
Damage/Effect
Psychic (...)

You target one creature that you can see within range. The target must make a Charisma saving throw. On a failed save, the target becomes enchanted by you and is overcome with a sense of boredom, making them feel obligated to listen to the conversation while being drained of their energy. The creature is unable to take any actions on their turn except for the Disengage or Dodge actions. On a passing save the creature takes no effects or damages and the spell fails.

While the spell is in effect, you can use your action to start a conversation with the enchanted creature, which they will be compelled to respond to. During the conversation, the creature's energy is drained, causing it to take 2d10 psychic damage at the start of each of its turns. The creature may make another Charisma saving throw at the end of each of its turns to break free of the enchantment. If the creature fails the subsequents Charisma saving throw you may cause the same damage or do 1d8 psychic damage and take the result of whatever damage the creature took as healing to yourself. If the creature is unable to pass the Charisma saving throw by the 4th attempt the creature gives up on attacking you and your party as it starts to contemplate why they were even there. 

The spell ends when the creature passes the saving throw, becomes drained of life, or is attacked by another creature. 

Available For: Sorcerer (Legacy)

dmorales471641

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