One creature of your choice within range makes a Charisma saving throw. On a failed save, its scent becomes irresistible to all sorts of hungry beasts.
When a creature with an Intelligence of 3 or lower starts its turn within 15 feet of the target, it must make a Wisdom saving throw. It has advantage if it is friendly towards the target. If it does not need to eat, or if it is charmed by the target, it automatically succeeds. On a failed save, it becomes fixated on the target, and will spend its turn attacking it in an attempt to eat it. On a successful save, that creature is immune to the effects of this spell until it ends.
Any creature with an Intelligence of 3 or lower within 120 feet of the creature will pick up on the scent. If a creature has advantage on Wisdom (Perception) checks that rely on smell, it can detect the scent up to 300 feet away. If it is not occupied with something else, and it does not think moving closer would put it in immediate danger, it will be compelled to move towards the target. It will not be drawn in by the scent if it does not need to eat.
The target creature can end the spell early by submerging itself in water, or covering itself in another odorous substance.
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Posted Mar 8, 2024This is the best spell concept I've ever seen, allowing it to make something else attack for you is an amazing concept.