You attempt to put a humanoid you can see within range into a fugue state. It must make an Intelligence saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it enters the fugue state and believes it's dreaming until the spell ends or until you or your companions do anything harmful to it. In its fugue state, the creature regards you as a friendly acquaintance, and you have advantage on Charisma persuasion checks against it. When the spell ends, the creature doesn't remember anything that happened during the fugue state, believing it daydreamed for the duration. When the spell ends, the creature does not know it was under the effect of the illusion.
At Higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can extend the fugue state to 1 hour per each slot level above 1st.
-
View User Profile
-
Send Message
Posted Jul 13, 2021Interesting spell, but compared to other spells it does too much.
1. This is 100% an enchantment effect and goes along the lines of many enchantment spells.
2. There should be subsequent saves, that's just how 5e is with enchantment like effects.
3. Comparing this to charm person, this should have the target know they were bewitched in some way, it doesn't have to be so obvious like other enchantment effects.
-
View User Profile
-
Send Message
Posted Jul 14, 2021Hey! Thanks for the engagement. You're completely right, haha.
This spell was posted before it was done by my friend who wanted me to get my stuff out there more. You'll be glad to know all of the points you addressed are adjusted in the final version. It only lasts one minute now, it's an enchantment spell, and the target knows a spell has been cast on them once the duration is over. It's just not public because I am annoyed you can't delete and replace homebrew publications.