A creature of your choice within range must succeed a Charisma saving throw or lapse into a despondent depression, as they realize the hopelessness and folly of their beliefs. A creature with 5 or less intelligence or with immunity to being charmed automatically succeeds. The creature can also roll a saving throw at the end of each of its turns. On a success, the spell ends.
The target is considered incapacitated, even though physically capable of acting, everything just seems pointless.
The target doesn't bother to defend itself, so attempts to disarm, bind or move the target automatically succeed, and attacks automatically succeed, although whenever the creature takes damage, it may roll another saving throw against the spell's effects.
Level
4th
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S
Duration
Concentration
1 Minute
School
Enchantment
Attack/Save
CHA Save
Damage/Effect
Incapacitated
Comments