You make a terrain in a 150-foot cube in range look, sound, and smell similar to the feywild for these creatures within, excluding yourself.
The affected in this area have all sensations, both sensory and emotional, seemingly heightened in this terrain.
Smells are stronger, colours are more vivid, and sounds sound clearer,
but at the same time shadows are darker and impulses are harder to control.
If charmed, its memories become hazy and they'd have a harder time recalling who they once were in this dream like state.
The creatures within this space must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw.
If the creature is asleep they'll automatically fail their safe.
On a failed save, the target becomes charmed and incapacitated by you for the duration.
Every turn a wisdom saving throw can be made, but with every fail more of their memory erodes in the real world, until one's body forgets how to live and dies.
First fail: You enter a dreamlike state where everything seems slightly different but you have no recollection on where you were before.
Second fail: You have some of your happiest childhood memories erased.
Third fail: You don't know who the people who raised you were.
Fourth fail: Your name becomes unfamiliar and so do the people who you once knew.
Fifth fail: Your mind is blank and you don't know what anything is anymore, your intelligence permanently lowers by 3 points.
Sixth fail: Your body is starting to forget certain basic functions and you start becoming sick and weak > take 2d4 psychic damage and 3d10 poison damage.
Seventh fail: You die as your brain functions has ceased.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.
* - (Several grass blades, a drip of your own blood and dirt)
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