Level
7th
Casting Time
1 Action
Range/Area
Sight
Components
V, S, M *
Duration
Until Dispelled
School
Transmutation
Attack/Save
WIS Save
Damage/Effect
Frightened

Transform 1 humanoid into a silly clown 

The humanoid has to make a Wisdom saving throw against your spell save dc. If target succeeds caster is transformed instead as the clown nose melds on your face but you are not hypnotised. The caster gains full knowledge of all clown skits and can and has impulses to perform them perfectly. If target fails then the clown nose jumps on to him and he is transformed over 30 seconds. The changes include all armour turning into silly, bright clown clothes and white makeup spreading across the targets face, a big red painted smile smile appears on their face and big classic red clown shoes spread across their feet as their feet grow to fit them. Their hair changes into a style and colour of their choice but must be bright. Any other changes the DM or target wants to occur also happen as long as they are clown-like. Next mental changes occur, they begin to smile and laugh. Clown props appear in their pockets and they automatically learn and want to do clown routines infront of friends and foes. Their stars remain the same. After this the target will approach the caster whilst doing clown routines. The caster now hypnotises the target in any form they desire which causes the target eyes to turn into spirals. The target gains complete control over the clown. They will continue to perform clown skits while hypnotised but will stop if your command requires them to not do clown skits. They will attempt to follow your command in silly ways like move from one place to another by cart wheeling or dragging a targets attention by performing magic tricks. The clown cannot attack however the clown may place foam noses, wigs or other clown accessories he automatically gains access to when he is clownified on other humanoids of the casters choice. The clowns targets must make a wisdom saving throw against your spell save dc. If they succeed then nothing happens and they are immune to clownification for 5 turns. If they fail then they are transformed into a clown and they have impulses to perform clown skits and can do them perfectly but they are not hypnotised. The caster can return the target and the clowns targets to normal form or the targets can take a dc16 wisdom saving throw every 2 days. If they succeed then they are returned to normal and if they fail then they remain as clowns.they will have minor addictions to wearing clown costumes and performing clown skits after being returned to normal that can only be removed by a wish or a healing spell of 5th level or higher. The caster returns to normal after 24 hours and has a minor addiction to clown skits and costumes that can only be removed by a wish or a healing of 5th level or higher. The hypnotised clown is relieved of the hypnotism after 3 hours. The clown nose will appear on the casters nose when they succeed on the saving throw but caster doesn’t change and can take it off for later use

Verbal component is honk honk. Must wear and honk the clown nose used as the material component at the same time. If the material component is Honks Clown nose then then the initially hypnotised clown’s hypnosis lasts for 6 hours and all clownified targets are hypnotised by you. They will continue to perform clown skits while hypnotised but will stop if your command requires them to not do clown skits. They will attempt to follow your command in silly ways like move from one place to another by cart wheeling or dragging a persons attention by performing magic tricks.

* - (1 Foam clown nose, hypnotic device)

Spell Tags: Control Charmed

Available For: Bard (Legacy) Sorcerer (Legacy) Wizard (Legacy)

Deleted

Comments

Posts Quoted:
Reply
Clear All Quotes