You make the terrain in a 100ft cube appear as an oasis with sand, palm trees, and a freshwater source, which can't be more than a 20ft radius, 10ft deep cylinder. A creature who starts its turn in the area or enters it for the first time makes an Intelligence save. A creature that needs to drink and hasn't had anything to drink in the last 24 hours has disadvantage on its save. On a failure, the creature's charmed for the duration. While charmed this way, the creature must use its movement to move toward the water source, and its action can only be to attempt to drink from the water. A creature who fails this save can make another save at the end of each if its turns. It if has taken damage since the end of its last turn, it has advantage on this save. On a success, a creature is unaffected and is immune to this spell for 24 hours.
A creature with Truesight can see through the illusion to the terrain's true form and passes its save automatically.
* - (a bag of sand, a shard of glass, and a pocket watch on a string)
Comments