Eckerd
2018-04-20, 02:00 PM
OTTO'S IRRESISTIBLE HEADBANGERS TRIBAL DANCE
7th-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration. up to 5 minutes
Choose one creature that you can see within range. The target begins a vigorous tribal dance jumping straight up and flailing its head for the duration. Creatures that can't be charmed are immune to this spell.
A dancing creature must use all its movement to dance (the creature must stay within 10 feet of its starting position moving in a circular or random pattern) and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. At the end of each 3rd round affected by the spell the creature must make a Constitution saving throw. On a failed save the creature gains one level of exhaustion.
As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.
OTTO'S IRRESISTIBLE CONGA LINE DANCE
8th-level enchantment
Casting Time: I action
Range: 30 feet
Components: V
Duration: Concentration. up to 10 minutes
Choose one creature that you can see within range. The target begins a dance in a direction of your choice. Each creature touched by the target of the initial spell must make a Wisdom saving throw. On a failed save the creature joins the spell and moves to the end of line dancing for the duration. Creatures affected the spell drop any weapons or shields held when joining the line. Each creature in the line has disadvantage on Dexterity saving throws and attack rolls. Creatures that can't be charmed are immune to this spell.
A dancing creature must use all its movement to dance in the direction of your choice. You may use a bonus action to redirect the line leader. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends. Once the initial target of the spell is removed from the line, the remaining creatures in the line gain advantage on saving throws to end the spell. Additionally, the line can no longer be directed by the caster.
OTTO'S IRRESISTIBLE BALLROOM DANCE
9th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration. up to 1 hour
All creatures in a 30 foot radius sphere grabs the creature closes to them and begins a ballroom dance of your choice dropping any weapons or shields held to hold the hands of the paired creature. Any unpaired creature within the sphere will seek the nearest creature to make a pair. Creatures that can't be charmed are immune to this spell.
A dancing creature must use all its movement to dance without leaving the radius of the spell and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends. If a creature is paired with an unaffected partner, it will attempt to grapple the unaffected partner to continue the dance. Once unpaired a creature will seek the nearest creature as a new partner.
7th-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration. up to 5 minutes
Choose one creature that you can see within range. The target begins a vigorous tribal dance jumping straight up and flailing its head for the duration. Creatures that can't be charmed are immune to this spell.
A dancing creature must use all its movement to dance (the creature must stay within 10 feet of its starting position moving in a circular or random pattern) and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. At the end of each 3rd round affected by the spell the creature must make a Constitution saving throw. On a failed save the creature gains one level of exhaustion.
As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.
OTTO'S IRRESISTIBLE CONGA LINE DANCE
8th-level enchantment
Casting Time: I action
Range: 30 feet
Components: V
Duration: Concentration. up to 10 minutes
Choose one creature that you can see within range. The target begins a dance in a direction of your choice. Each creature touched by the target of the initial spell must make a Wisdom saving throw. On a failed save the creature joins the spell and moves to the end of line dancing for the duration. Creatures affected the spell drop any weapons or shields held when joining the line. Each creature in the line has disadvantage on Dexterity saving throws and attack rolls. Creatures that can't be charmed are immune to this spell.
A dancing creature must use all its movement to dance in the direction of your choice. You may use a bonus action to redirect the line leader. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends. Once the initial target of the spell is removed from the line, the remaining creatures in the line gain advantage on saving throws to end the spell. Additionally, the line can no longer be directed by the caster.
OTTO'S IRRESISTIBLE BALLROOM DANCE
9th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration. up to 1 hour
All creatures in a 30 foot radius sphere grabs the creature closes to them and begins a ballroom dance of your choice dropping any weapons or shields held to hold the hands of the paired creature. Any unpaired creature within the sphere will seek the nearest creature to make a pair. Creatures that can't be charmed are immune to this spell.
A dancing creature must use all its movement to dance without leaving the radius of the spell and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends. If a creature is paired with an unaffected partner, it will attempt to grapple the unaffected partner to continue the dance. Once unpaired a creature will seek the nearest creature as a new partner.