Spin
2nd-level enchantment (clockwork)
Casting time: 1 action
Range: 60 feet
Target:
Components: V, S
Duration: 1 minute
Classes:
Subclasses:
You target a creature within 60 feet and tell it to spin. The creature can resist this command with a successful Wisdom saving throw. If the saving throw fails, the creature spins in place for the duration of the spell. A spinning creature repeats the Wisdom saving throw at the end of each of its turns, ending the effect with a success. A creature that has spun for 1 round or more becomes dizzy and has disadvantage on attack rolls and ability checks until one round after it stops spinning.

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