Level
4th
Casting Time
1 Action
Range/Area
Self
(60 ft. )
Components
S, M *
Duration
Instantaneous
School
Enchantment
Attack/Save
INT Save
Damage/Effect
Charmed (...)
You stick out your arm in any direction. A cone of effervescent pink light shoots forth, engulfing all creatures within its area.
All affected creatures must roll a Intelligence saving throw. On a failure, they take 2d6 psychic damage and roll 1d4. They become Charmed by you on a 1, and on a 2 or 3 they skip their next turn and gain the effect of being Blinded. On a 4, nothing happens.
If the creature succeeded on the saving throw, they instead take half the damage and gain advantage on their next attack.
At higher levels: for each spell slot above 4th level used to cast the spell, the range increases by 10 feet.
* - (a small twig dipped in water)
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