Level
3rd
Casting Time
1 Action
Range/Area
Touch
Components
V, S
Duration
Concentration
1 Minute
School
Enchantment
Attack/Save
None
Damage/Effect
You target a creature within range and attempt to siphon its emotional energy. The target must make a Charisma saving throw. On a failure, you can choose one of the
following effects:
- Drain Anger. The target becomes eerily calm.It can’t use its action to attack or otherwise cause harmful effects.
- Drain Fear. The target loses all fear and sense of caution. The frightened condition ends for the creature, and it is immune to being frightened for the duration of the spell. The first attack a target makes on its turn has advantage, and the first attacks other creatures make against it on their turns are also made with advantage.
- Drain Joy. Happiness drains from the target as it suffers mental anguish. The target takes 2d8 psychic damage. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again while you are within 30 feet. An affected target can repeat its saving throw at the end of each of its turns, ending the spell on a successful save.
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