Level
1st
Casting Time
1 Action
Range/Area
Self
Components
S, M *
Duration
Concentration 1 Minute
School
Enchantment
Attack/Save
Ranged
Damage/Effect
Psychic

Your enchantment magic causes this piece of ammunition to temporarily beguile its target. The creature hit by the projectile takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 4d6 when you cast the spell at 5th level or higher.

* - (a single piece of ammunition, e.g. an arrow, bolt, or bullet)

Spell Tags: Damage Charmed

Available For: Ranger (Legacy) Wizard (Legacy)

AdamGLinder

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