Level
4th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Enchantment
Attack/Save
None
Damage/Effect

You hold your hand out as a dancing, shimmering orb of light is conjured above it, which provides 60 feet of dim light. Each creature within range that can see this light must succeed a Wisdom saving throw or be Charmed for the duration. While Charmed, the creatures must use their movement and action to move closer to the light. If they are already within 5 feet of the light, they must use their action to sit down, and do nothing else. All attacks on the Charmed creatures have Advantage, landing a successful attack on said creature allows it to reroll its Wisdom saving throw to resist being Charmed. The Charmed creatures may also reroll to resist at the end of their turns. 

* - (A handful of reflective fish scales)

Available For: Bard (Legacy) Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy) Warlock (Legacy) - The Archfey (Legacy) Warlock (Legacy) - The Great Old One (Legacy) Warlock (Legacy) - The Genie Warlock (Legacy) - The Fathomless

ManifestationOfFate

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