You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
Enthrall, a second-level spell in the Enchantment school, can only be cast by Bards and Warlocks. Its range of 60 feet allows the spellcaster to target creatures of their choice. The spell has a casting time of one action, and its duration is one minute. With verbal and somatic components, a successful casting of Enthrall can result in the target being entranced and completely focused on the spellcaster.
Overall, Enthrall is an interesting spell and can be useful in situations where the caster needs to distract enemies or command attention. However, there are limitations to the spell, as the target has the opportunity to resist the enchantment with a Wisdom saving throw. Additionally, the spell can only be used for non-combat purposes, meaning that it is not particularly effective in battle scenarios. While Enthrall is not an essential spell for every spellcaster, it can be a useful spell to have in certain situations.
Enthrall is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Enthrall Pathfinder edition. Want to use Enthrall in a VTT (virtual tabletop)? Try out SendingStone for free today!
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