You attempt to charm every humanoid that can see or hear you within range. Every humanoid must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting them. If they fail the saving throw, they are charmed by you until the spell ends. While charmed, the targets are incapacitated. If a charmed target is more than 5 feet away from you, you can choose to coax the target to turn toward you and move in your direction by the most direct route (you can choose one target to move per turn). It can cause opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than you, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this song for the next 24 hours. At the end of your turn, you can use a bonus action to maintain the effect.
* - (Small shard of glass)
Level
4th
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S, M *
Duration
1 Hour
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Charmed
Comments