2nd-level Spell: Disorient
Aspetheurgy (Illusion)
You point at a creature you can see and flip its perception of reality. The target must pass a Wisdom saving throw or become disoriented. A disoriented creature has disadvantage on all attack rolls, and at the start of each of its turns, it moves 10 feet (up to its speed) in a random direction. Its speed then becomes zero until the start of its next turn.
At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends, but if the target fails by 5 or more, it falls prone.
Source: KCC
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a möbius strip)
- Duration: 1 minute
- Ritual: No
Comments