Level
9th
Casting Time
2 Actions
Range/Area
Self 150 ft. (150 ft.2)
Components
V, S
Duration
Concentration 1 Minute
School
Enchantment
Attack/Save
CHA Save
Damage/Effect
Charmed

You begin to conduct and manipulate the magical weave within all hostile creatures within 150 square feet of you, causing them to become charmed by your alluring composition. This spell takes two rounds to cast. On the first round, you indicate that your character (or an NPC) is mysteriously conducting some sort of musical number to the group, then secretly inform your DM that you are casting this spell (if you are casting this spell as a player). At the start of your next turn, the DM declares that you have successfully cast the spell to the group. Creatures immune to charm are not immune to charm caused by this spell.

All hostile creatures caught within 150 square feet of you must make a Charisma save (Spell Save DC) or become charmed by this spell. Creatures under the charm of this spell become allied creatures until either they make a successful Charisma save (DC 25) at the start of their turn, you stop concentration on this spell, if the creature becomes unconscious, or if the creature reaches 0 hit points. The save DC for becoming uncharmed decreases by 1 every turn a creature is charmed.

Spell Tags: Deception Charmed Special

Available For: Bard (Legacy) - College of Lore (Legacy) Wizard (Legacy) - School of Enchantment (Legacy)

LegendaryLompkio

Comments

Posts Quoted:
Reply
Clear All Quotes