This spell is used which increases the target's initiative for the entirety of the current combat situation by 1d6. It also allows for an additional bonus action and one additional damage dice per round.
The spell is broken, returning the target to their original initiative and losing the additional benefits, when the target has another spell cast upon them or they are rendered unconscious.
Additionally, when combat ends a Wisdom saving throw, difficulty 15, most be won in order to resist the urge to attack the person closest to them, regardless of their affiliation or friendship. If cast outside of combat, the target will attack the person closest to them with the above effects.
Creatures that can't be charmed are immune to this effect. May be cast during combat or prior to combat.
Previous Versions
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8/24/2018 10:20:05 PM
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Coming Soon
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