Illusion Level 3
STANDARD
Casting Time 1 action
Range 120 feet
Components S, M
Duration Concentration, up to 1 minute
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Components. A glowing stick of incense or a crystal vial filled with phosphorescent material.
Spell Variants & Exotic Components – level 3
Add-on for D&D 5e.
Enhanced spell effects with exotic spell material components.
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SPELL VARIANT #1
Casting Time 1 action
Range 120 feet
Components S, M
Duration Concentration, up to 1 minute
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
This spell variant allows the spellcaster, as a free action, to force a target who fails the saving throw to take a move action. When the target takes a move action he is no more incapacitated, and if no orders are given in the subsequent rounds, then the spell ends. If the target is forced to take a move action that puts it into direct danger,
then it is entitled to roll a new saving throw.
Components. Bark of Dryad.
SPELL VARIANT #2
Casting Time 1 action
Range 120 feet
Components S, M
Duration Concentration, up to 1 minute
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
This spell variant allows the spellcaster, as a free action, to force a target who fails the saving throw to take an attack action. When the target takes a move action he is no more incapacitated, and if no orders are given in the subsequent rounds, then the spell ends. If the target is forced to take a move action that puts it into direct danger, then it is entitled to roll a new saving throw.
Components. Bark of Dryad.