Spin
You designate a creature you can see within range and tell it to spin. The creature can resist this command with a successful Wisdom saving throw. On a failed save, the creature spins in place for the
- Level
- 2
- School
- enchantment
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S
- Duration
- 1 minute
- Classes
- Sorcerer, Warlock, Wizard
You designate a creature you can see within range and tell it to spin. The creature can resist this command with a successful Wisdom saving throw. On a failed save, the creature spins in place for the duration of the spell. A spinning creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that has spun for 1 round or longer becomes dizzy and has disadvantage on attack rolls and ability checks until 1 round after it stops spinning.
Source and licence
From Deep Magic (open content).
Licence: Open Game Content (OGL 1.0a).