Source: Spells That Don't Suck
You enact a performance laced with subtle magic, your gestures and voice causing others to focus on you to the exclusion of all else. Creatures you choose within range must succeed on a Wisdom saving throw or be charmed by you. If you or your companions are fighting a creature, it has advantage on the save. While charmed by you in this way, a creature has disadvantage on initiative rolls as well as Wisdom (Perception) checks made to perceive any creature other than you until the spell ends, or until the target can no longer see or hear you.
Additionally, if a creature rolls initiative while affected by this spell, its speed is reduced by 10 feet and it can’t take reactions until after its first turn ends. The spell ends if you are incapacitated or can no longer speak. A creature that fails its saving throw doesn’t realize that you used magic to influence it, even if it witnessed the spell being cast.
When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 minute and the radius increases by 10 feet for each slot level above 2nd.
About Captivate
Captivate is a Level 2 level spell from the school of Enchantment.
This spell has a casting time of action , and a range of Self . It has a duration of Instantaneous.
Spell Details
Complete details
Spell Details
Complete details about this spell:
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At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 minute and the radius increases by 10 feet for each slot level above 2nd.
Casting Tips
1 tips
Casting Tips
Consider these tips when casting this spell:
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Tactical Use: Ideal for low-level encounters and utility situations. Consider environmental interactions for creative problem-solving.
School of Magic: Enchantment
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School of Magic: Enchantment
Enchantment spells influence or control the minds of others.
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