Level
1st
Casting Time
1 Reaction *
Range/Area
Sight
Components
V, M **
Duration
Instantaneous
School
Enchantment
Attack/Save
DEX Save
Damage/Effect
Compulsion (...)

Many a caster has mastered this prank. Say the words and a pinch of ground hot pepper is consumed (worth 1copper) - pepper must be located within 5' space occupied by the target. The target is forced to do double its movement immediately; the target must move the full double movement forward ( choose every 5' if it is moving straight or at an angle - but must be forward).  If the target chooses to run into anything or must run into anything it causes damage equivalent to 1d4 per 10 ft of movement remaining (min 1d4) and the spell ends. A target may make a Dex /acrobatics vs the casters DC; success allows target control of direction and halves any damage. 

Level 5 you have refined control of the powder and the target must be within 10 ft of the powder. Level 11 you may affect an additional target. Level 17 You add 2d4 to any damage taken. 

* - Target is within 5' of ground hot pepper ** - (Ground Hot Pepper (1 copper worth consumed))

Spell Tags: Movement Compulsion

Available For: Bard (Legacy) Druid (Legacy) Wizard (Legacy) Artificer (Legacy) - Alchemist (Legacy)

Minajustiza

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