5e SRD >Spells >


3rd-level transmutation

Casting Time: 1 minute

Range: 60 feet

Components: V, S, M (a banana peel)

Duration: Concentration, up to 1 minute

Classes: Bard, Sorcerer, Warlock, Wizard

You alter the coordination of up to four creatures of your choice that you can see within range. A targeted creature must make a Wisdom saving throw or be affected by this spell for the duration.

An affected creature has disadvantage on Dexterity ability checks, saving throws, and attack rolls that use Dexterity. Due to the creature’s lack of coordination, the first time it attempts to move on its turn, it must make a Dexterity (Acrobatics) check against your spell save your spell DC. On a failure, it trips and falls prone.

In addition, a creature under the effect of this spell must succeed on a Dexterity ability check against the same DC whenever it attempts to draw a weapon or use an item it’s holding, or it fumbles the object and drops it on the ground at its feet.

A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns.

On a successful save, the effect ends for it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 4th.

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Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross