Choose one creature that you can see within range. The target begins to hear incredibly loud music in it's head, and it's vision is spotted with flashing lights. It starts bleeding through it's ears, and takes 1d10 physic damage on it's turn. Creatures that can't be charmed are immune to this spell.
A effected creature must use all its movement and actions to get rid of the sound and has disadvantage on saving throws, ability checks and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a effected creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends, dealing 3d10 +5 physic damage.
* - (A gold coin, wolf spider, instrument of any type. )
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