Level
1st
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Enchantment
Attack/Save
INT Save
Damage/Effect
Compulsion

The target must succeed a DC 5 Intelligence saving throw or be compelled to jump off any nearby (10ft) ledge (at least a 10ft fall). If the target moves within 5ft of or moves away from any ledge within 5ft they must succeed another DC 5 Intelligence saving throw or jump off instead.

At the end of each of its turns, and each time it takes damage, the target can make a Wisdom saving throw against your spell DC. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

On Int Save.The target resists the urge to jump. The spell remains in effect and the target is unaware of its effects.The target also has small shadow like wisps at the edge of its eyes indicating the spells influence, this can be noticed by another creature on a successful DC 13 Wis (Insight) check.

On Int Fail.The targets eyes become clouded in darkness and they jump off the nearby ledge and take the normal damage associated with the fall.  The spell then ends after taking damage from falling, including from another spells effects.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the Intelligence DC increases by 2 for each slot above 1st.

* - (An item taken from the base of a cliff covered in black ink worth atleast 5gp)

Spell Tags: Compulsion

Available For: Bard (Legacy) Cleric (Legacy) - Trickery Domain (Legacy) Paladin (Legacy) - Oathbreaker Sorcerer (Legacy) - Shadow Magic (Legacy) Warlock (Legacy) - The Great Old One (Legacy) Wizard (Legacy) - School of Enchantment (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy)

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