“I urge you all to remain in your seats for the performance. It is for your own safety, I assure you.”
- Unknown
As your blood flows out from your body and onto the skull, you begin a disquieting, meandering dance that influences every creature that sees it in strange ways. When you cast this spell, you suffer the Incapacitated condition, meaning you cannot take actions or reactions, but can still move. Additionally, attacks of opportunity against you are made at disadvantage, due to the stumbling, unsettling steps of the dance. In a 100-foot radius around you, every creature that can see you must make both a Charisma saving throw and a Wisdom saving throw against your spell DC. They must also make these saving throws if they end their turn within the radius. The effects following will persist either for the duration of the spell or until you end the dance as an action. It will also end if you are made incapable of casting spells. If a creature leaves the radius of the spell, It can repeat the saving throw to end the effect. If the effect is ended this way, the creature gains advantage on saves to the resist effect that was ended until the spell ends.
Creatures that fail the Wisdom saving throw are now forced to perform the exact opposite of what they intend to do on their turn. This does leave some room for interpretation- for example, if a creature intends to rush forward and attack a target, they might instead flee backwards and heal an ally. Creatures that succeed on this saving throw suffer 2d12 Psychic Damage.
Creatures that fail the Charisma saving throw suffer a different effect: the creature must reroll any 2 of the dice that they roll on their turn, including damage rolls, and take the lower result. Creatures that succeed on this saving throw suffer 2d12 Psychic damage.
If the caster chooses to do so, they can designate any number of targets to not be affected. For each unaffected creature, the caster takes 1d12 Necrotic damage that cannot be reduced or avoided by any means, as the additional blood attaches to the skull to form a partner to dance with. Additionally, each unaffected creature must make a Constitution saving throw or suffer a random status condition for one round, excluding grappled, charmed, restrained, stunned, and unconscious.
At Higher Levels: when you cast this spell using a spell slot of 8th level or higher, you can force targets to reroll one extra roll per level above 7th. Additionally, the radius increases by 50 feet per level above 7th.
* - (Your own blood (taken automatically), A sentient humanoid's skull)
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