Level | 2nd Level | Casting Time | 1 action | Range | 40m |
---|---|---|---|---|---|
AoE | Single | Duration | Concentration, up to 1 minute | ||
School | Debilitation | Components | V, S | ||
Classes | Arcanist, Bard, Blackguard, Red Mage, Trickster |
You attempt to induce a madness within a creature.
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become
The charmed target must use its action and movement on each of its turns to move and make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature, or if there is no safe path to get to the creature (e.g. the creature is blocked by a wide river of lava).
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. The target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends on that creature.
At Higher Levels: Target an additional creature within 6m of the original target for each spell level increase.