the embalmed body of a millipede with its right legs removed, worth at least 50 gp
Source: Deep Magic for 5th Edition
Choose two living creatures (not constructs or undead) you can see within range. Each must make a Charisma saving throw. On a failed save, a creature is compelled to use its movement to move toward the other creature. Its route must be as direct as possible, but it avoids dangerous terrain and enemies. If the creatures are within 5 feet of each other at the end of either one’s turn, their bodies fuse together. Fused creatures still take their own turns, but they can’t move, can’t use reactions, and have disadvantage on attack rolls, Dexterity saving throws, and Constitution checks to maintain concentration.
A fused creature can use its action to make a Charisma saving throw. On a success, the creature breaks free and can move as it wants. It can become fused again, however, if it’s within 5 feet of a creature that’s still under the spell’s effect at the end of either creature’s turn.
Compelled movement doesn’t affect a creature that can’t be charmed or that is incorporeal.
When you cast this spell using a spell slot of 5th level or higher, the number of creatures you can affect increases by one for every two slot levels above 3rd.
About Compelled Movement
Compelled Movement is a Level 3 level spell from the school of Enchantment.
This spell has a casting time of action , and a range of 60.0 ft (18.3 m) . It has a duration of Instantaneous.
Spell Details
Complete details
Spell Details
Complete details about this spell:
-
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the number of creatures you can affect increases by one for every two slot levels above 3rd.
Casting Tips
2 tips
Casting Tips
Consider these tips when casting this spell:
-
Tactical Use: Mid-tier spell with significant tactical impact. Great for resource management challenges.
-
Concentration: Requires concentration. Maintain focus to sustain the spell's effect.
School of Magic: Enchantment
Learn more
School of Magic: Enchantment
Enchantment spells influence or control the minds of others.
Related Spells
Other similar spells you might be interested in