You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being charmed. On a failed save, the target loses its sense of direction and purpose, forgetting their destination or intended action and finding themselves lost. The charmed creature forgets whatever it was about to do, including attacking an opponent, casting a spell, following a trail or map, or simply going about daily business. The creature finds itself lost regardless of its surroundings, feeling as though it has never seen the area before, even in the most familiar of locations, along with its location and how it got there. A charmed creature can recognise its own belongings and allies and is immune to further charm effects.
If cast on a creature in combat, they lose their first turn and they must subsequently make an Intelligence saving throw to resume combat (which can be repeated on following turns after a failure), however a creature in melee will continue to fight hostile opponents out of self-defence, though it may not realise who or why it is fighting. A charmed creature will follow their allies if a successful Intelligence saving throw is made. A charmed spellcaster forgets the spell they were about to cast and lose concentration if concentrating on a spell. If they were in the process of casting a spell when they were charmed then the spell is lost. Spellcasting is impossible for the duration of the charm, though is unaffected once the charm has worn off.
* - (the eye of any creature and a bit of wool)
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