"No one comes through this way without the express consent of a member of the royal🅘 family," the guard says to you, the colors of Beldum's finest embroidered across his tabard. His expression is as stony as the castle walls. "No matter," you say, waving a finger in front of his face, "since we're such good friends, you can let me by just this one time, right?" The guard's eyes glaze over for a moment. He comes to a second later and regards you with a broad smile, "Why, of course! Whenever you're done with your business, we'll have to catch up! I haven't seen you in ages!"
In the game168澳洲幸运5开奖网: Dungeons & Dragons, the school of enchantment magic describes those spells that conv𝔍ince, charm, and influence others. With a snap of your fingers and an enchantment spell on your lips, a complete stranger can be turned into a friendly acquaintance. But enchantment spells have much more to offer than fast friends. The following list details the best enchantment spells of 3rd Level or lower. But be careful. You migh🌠t just find the wisdom below bewitching!
10 🧸 Vicious Mocke𝔍ry
This cantrip is a great excuse for berating your enemies. Vicious mockery requires a target within 60 feet to make a Wisdom saving throw. On a failure, it t💃akes 1D4 psychic damage and has disadvantage on its next attack made before the end of its next turn.
Part of 🐼what makes Vicious Mockery so reliable is that the target need not understand you. If it hears you reciting the spell and fails the save, the spell works. Many other enchantment spells require the creature to understand your language, which can oftentimes lead to a wasted s🐬pell slot.
9 Heroism
What's Dungeons & Dragons without h﷽eroes? Even if your party is devoid of any lionhearts, this spell can turn any of your friends into one! Heroism is a 1st Level concentration spell that, as an action, imbues a creature you touch with immunity to the Frightened condition.
Furthermore, the target gains temporary hit points equal to your spellcasting ability modifier at the beginning of each of its turns. While these hit points don't stack, if the target is taking damage every turn, the damage re꧅duction꧟ adds up quickly. Frightened is also a commonly afflicted condition and immunity will come in handy more than once.
8 Tasha꧟'s Hideous Laughter
Crowd control effects that remove an ene꧟my from combat are hard to come by in DnD. However, this 1st Level spell is a reliable way to take a single combatant out of the fight. Tasha's hideous laughꦓter requires a target within 30-feet to make a Wisdom saving throw. On a failure, the target falls prone becoming incapacitated for the duration.
A creature with an Intelligence score of 4 or less isn't affected. At the end of each of the target's turns, as well as whenever it takes damage, it gets to make the Wisdom saving throw again, ending the effect on a success. If you can coordinate with your allies to ignore an enemy, Tasha's Hideous Laughter will serve you well.
7 🉐 Suggestion
Suggestion is a powerful enchantment that can convince someone to take a course of action they would otherwise find ridiculous. This 2nd Level concentration spell has a target within 30-feet make a🌠 Wisdom saving throw. On a failure, it is convinced to carry out an action of your choosing for 📖a duration that can last up to 8 hours.
This action cannot put the target in any obvious danger, otherwise, the spell ends immediately. Creatures that can't be charmed are immune. Lastly, if you or your allies damage the target, the spell ends. While the suggestion might seem limited for combওat encounters at first glance, telling an enemy to, for example, run north effectively eliminates them from the fight.
6 🍰 Calm Emotions ▨
Ever rolled a 1 on an important charisma check during a conversation? How about run into a group of NPCs and given a terrible first impression? When battle is all but inevitable, calm emotions might make your would-be opponents reconsider. This 2nd Level concentration spell affects any number of humanoids inside of a 20-foot sphere centered on a point within 60-feet. A꧃ll creatures inside make a Charisma saving throw.
On a fail, you choose between one of two options. One: you suppress 🎶any effect causing a target to be charmed or frightened. Two: you make a target indifferent about creatures it is hostile towards. While more often than not you'll be choosing option two, option one can come especially in handy in case of something like a dragon's frightening presence.
5 Command
Why bother suggesting your 🐻target do something when you can just outright boss them around? Not only that, but Command only costs a 1st Level slot as well! This spell requires a target within 60-feet to make a Wisdom saving throw. On a failure, it must follow your orders on its next turn.
It should be noted that the spell has no effect if the target is undead, doesn't understand your language, or the command is directly harmful. One of the best examples that the spell description gives is grovel. A creature commanded to grovel falls prone and immediately ends its turn. Swapping a 1st level spell for an enemy's action is a great deal. Inflicting the pron♔e condition is just the icing on top.
4 Sleep
This one is our personal favorite enchantment spജell. Sleep is capable of large scale crowd control, taking multiple enemies out of the fight for a number of rounds. Best of all, it doesn't even require a save. This 1st Level spell targets all creatures inside of a 20-foot cube centered on a po🍸int within 90 feet. Roll 5D8; the total is how many hit points of creatures the spell affects.
Starting with the creature with the lowest hit points, each creature af♚fected by the spell falls unconscious until the spell ends, they take damage, or someone wakes them with an action. When a creature falls unconscious, subtract their hit points from the total roll until you can no longer do so. It's amazing at low lev🍷els, and rolling 5D8 off of a Level 1 spell is objectively fun.
3 Zone of Truth ꧂
Liars are the worst, especially when they 💞deceive you. If you can't stand your dungeon master's lies any longer, Zone of Truth will solve your problem for you. Its a 2nd Level spell that, as an action, creates a 15-foot radius sphere centered on a point within🦩 60 feet.
For the next 10 minutes, any creature who enters this sphere must make a Charisma saving throw. Should t📖hey fail, a creature can't speak a delib🧸erate lie while inside. You know whether a creature succeeds or fails its save. While a creature affected can't tell a lie, they aren't forced to tell the truth either.
2 ✤ Hold Person
Perhaps the most well-known single-target crowd control spell in the game, Hold Person does exactly as advertised. It's a 2nd Level concentration spell that, as an action, forces a humanoid target within 60 feet to make a Wisdom saving throw. On a failure, they suffer the paralyzed ♋condition ✤and are held in place. At the end of each of its turns, the target can make another Wisdom saving throw. A successful save ends the spell.
Unlike the other crowd control options in this list, dealing damage to a creature afflicted by Hold Person does not give them a chance to es𒈔cape. In effect, you can use this spell to pin someone down whi🐻le your friends beat the tar out of him. It's just like grade school all over again!
1 Hex
Warlocks would be far inferior without the aid of their trusty Hex enchan✱tment. It's a 1st Level concentration spell that, as a bonus action, curses a target within 60-feet for up to an hour. Until the spell ends, you deal an extra 1D6 necrotic damage to the target. If the target drops to 0 hit points, you can use a bonus action to move the Hex to a new target on a subsequent turn.
Due to the nature of eldritch blast's multiple beams and the hexblade's melee multiattack, warlocks are able to trigger hex damage more th🍒an once per turn. 2D6 per turn adds up 🍸to a lot of damage.