Hex: Charm

cantrip, Enchantment

  • Casting time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your Allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends at the end of your next turn. The spell ends early if you or your Allies deal damage to the target. When the spell ends, the target knows it was Charmed by you.

References:

Sources

Valda’s Spire of Secrets (2024) p. 0