A storm of vividly colored, hypnotic petals erupts and swirls around you in a 20-foot-radius sphere, moving with you and centered on you. The air within is thick with the intoxicating scent of a thousand blossoms. The area within the sphere is lightly obscured for those not protected from its effects, and those protected from the effects are considered to have half cover against attacks made from outside the area.
When you cast this spell, you designate a number of creatures up to your proficiency bonus to be immune to its effects. For the duration, the area of the spell is difficult terrain for any creature you consider an enemy.
When a hostile creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Charisma saving throw. On a failure, it is charmed by you and subjected to a random magical delirium. Roll a d6 at the start of each charmed creature's turn to determine the effect for that round. A creature that succeeds on its saving throw is immune to the charm effect from this casting of the spell.
Furthermore, any creature currently charmed by this spell has disadvantage on Dexterity saving throws.
d6 Effect
1. Blinding Beauty. The creature is blinded until the start of its next turn.
2. Mesmeric Trance. The creature is incapacitated until the start of its next turn, staring enthralled at the petals.
3. Phantasmal Adversaries. The creature perceives all other creatures as shifting and blinking in and out of existence, making them impossible to pinpoint. It has disadvantage on all attack rolls. When it targets a creature with a spell attack, roll a d6. On a 1-2, the spell fails and is wasted. On a 3-4, the spell only deals half damage on a hit as if it only glanced the target. On a 5-6, the spell functions normally.
4. Paranoid Mirage. The creature believes all other creatures are shifting and duplicating. All creatures within its view are treated as if under the effects of the mirror image spell.
5. Reversed Fortune. The creature's movement and attacks are reversed. On its turn, it must move its full movement speed in a random direction (determined by the DM) and must make its attack or targeted spell against a random creature within its reach or range at disadvantage. There is a 50% chance of the spell failing due to the creature's body not moving as intended. Roll a d6: on a 1-3, the spell fails, and on a 4-6, it is successfully cast. Roll a d4 to determine the direction the spell is cast. North, South, East, or West.
6. Terror in the Petals. The creature is frightened of all other creatures within the sphere. It must use its action to take the Dash action and move away from the nearest creature by the safest available route on its turn. This movement provokes opportunity attacks. Creatures immune to the frightened condition are unaffected by this result.
Additional Effects:
· Attackers allied with you have advantage on attack rolls against any creature currently charmed by this spell.
· Allies within the sphere have advantage on saving throws against spells cast by creatures that are also within the sphere, and advantage on Dexterity saving throws while within the spell's area of effect from creatures attacking from outside of the spells area of effect.
________________________________________________________________________
WHEN CAST AS A 9TH LEVEL SPELL THIS SPELL IS CAST AS A RITUAL
If you cast this spell as a ritual, its duration becomes "until dispelled" and its range becomes a 100-foot-radius, 50-foot-high cylinder centered on a point you touch. This area is stationary.
When you cast the ritual, you can designate any number of creatures to be permanently immune to its effects. In addition, the caster and one other creature of the caster's choice can grant temporary immunity as needed. The Temporary immunity lasts as long as the "guests" are within the AOE of the spell. They will need to be granted immunity anew if they wish to enter the protected area without consequences.
When a hostile creature enters the ritual’s area for the first time on a turn or starts its turn there, it must make two saving throws at the start of each of its turns:
1. A Charisma saving throw. On a failure, it is charmed and subjected to a random effect from the table above.
2. A Charisma saving throw. On a failure, it is afflicted by a maddening auditory hallucination and must use its action that turn to try to locate the source of the music, doing nothing else.
A creature that succeeds on either saving throw is immune to that particular effect (the charm or the auditory hallucination) for the next 24 hours. All other effects of the spell still apply.
The ritual's effect can only be dispelled by a Dispel Magic spell cast using a 9th-level spell slot.
Those immune to the spell see translucent, ghost-like petals fluttering around from time to time.
Creatures immune to charm will not be affected by the charm effects of the spell but will still be affected by all other properties of the spell.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/13/2026 12:40:46 AM
|
4
|
1
|
--
|
Coming Soon
|
Comments