Level
4th
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Charmed (...)

You play an enchanting melody, reminiscent of the captivating songs of sirens, which lures enemies toward you. Choose up to three creatures within range that can hear you. Each target must make a Wisdom saving throw. On a failed save, the creature is Charmed by you for the duration and is compelled to use its movement on each of its turns to approach you in the most direct route possible.

If a charmed creature ends its turn within 5 feet of you, it becomes Incapacitated by the song’s overwhelming allure. The spell's effect lasts until the creature takes damage or the spell ends. At the end of each of its turns, a charmed creature can repeat the Wisdom saving throw, ending the effect on itself on a success.

If a creature succeeds on its saving throw, it becomes immune to this spell for 24 hours.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

* - (a wind instrument, such as a flute or horn)

Spell Tags: Debuff Movement Charmed

Graham3D

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