Seize Mind

Enchantment cantrip (Sorcerer,Wizard)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

With a whispered word and a piercing gaze, you momentarily project an impulse into your enemy's mind, channeling its hostility towards you into a sudden reflexive attack against another of your foes. Choose one humanoid creature you can see within range that can also see and hear you. The target must succeed on a Wisdom saving throw or become charmed by you until the start of its next turn. A creature has advantage on this saving throw if it is not currently in combat, or if it has witnessed another creature fail its saving throw against your casting of this spell within the past minute. When you charm a target with this spell, any other creatures who can see or hear you know you have magically influenced the target, and you can immediately choose one of two effects: * You can force the charmed target to walk up to 15 feet, and you choose its movement. It will not move into difficult terrain or through the spaces of other creatures, and its movement only provokes opportunity attacks from other creatures hostile to you. After the creature moves, the spell ends. * You can make a melee spell attack against another creature within 5 feet of the charmed target. The charmed target delivers this melee spell attack, as if it had cast the spell. On a hit, the attack inflicts 1d6 psychic damage. Whether the attack hits or misses, the spell ends. When the spell ends, the creature realizes that you used magic to control it and becomes hostile toward you. It likely seeks to attack you or your allies, but will not do so if doing so would be disadvantageous for it or its friends. The creature might also seek retribution in other ways (at the DM's discretion), depending on the situation. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).