This spell summons d100 corgis into the area of affect. The corgis have no combat stats and cannot make attacks. When summoned, all creatures in the area of effect must succeed at a Wisdom saving throw against your Spell Save DC or gain the Fascinated (Stunned) condition until the spell ends (they're too busy playing with the adorable corgis). If more than 25 corgis were summoned, this saving throw is made at -2; if more than 50, this roll is made with disadvantage. Catfolk (Tabaxi, Swiftstride Shifters) have advantage on this saving throw roll. Creatures who fail the save may make a new save at the beginning of each turn. Creatures who make their save are immune to Corgi Swarm until their next long rest.
In addition, the area of effect is considered to be rough terrain for the duration of the spell (corgis like to get underfoot).
At higher levels, the area of effect increases by 5' and the number of summoned corgis increases by 1d10 per level above 2nd.
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