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).

Every licence notice Tavern Bag relies on.