Level 2: Difference between revisions

311 bytes added ,  03:34, 31 December 2022
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A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.


 
=== Crown of Madness ===
{| class="wikitable"
{| class="wikitable"
|+ Crown of Madness (Bard, Maledictor, Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
| Level: 2 || Casting Time: 1 Action || Enchantment || Bard, Maledictor, Sorcerer, Warlock, Wizard
|-
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VS
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VS || Arcane
|}
|}
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.<br>
One Humanoid of your choice that you can see within Range makes a Wisdom Saving Throw. On a failed Save, the target is [[Conditions#Charmed|Charmed]] by you for the Duration.<br>
While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. <br>
While the target is [[Conditions#Charmed|Charmed]] in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. <br>
The charmed target must use its action before moving on each of its turns to 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 none are within its reach. <br>
The [[Conditions#Charmed|Charmed]] target must use its Action before moving on each of its turns to make a an 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 none are within its Range.<br>
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
On your subsequent turns, you must use your Action to maintain control over the target, or the Spell ends. Also, the target can make a Wisdom Saving Throw at the end of each of its turns. On a successful Save, the Spell ends.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, you can target one additional Humanoid of your choice within Range for every 2 Slot Levels above 2nd.
<br><br>


=== D-F ===
=== D-F ===