Power Words

1st-level enchantment

Casting Time: 1 action

Range: 60 feet (see text)

Components: V

Duration: See text

You know six archaic words of power. As an Action, you utter one of these words, affecting a creature you can see within range. The target must succeed on a Wisdom saving throw, or be affected by the power word.

Some typical power words and their effects follow. You might learn a power word other than ones described here. If you do, the DM determines the spell’s effect. Undead are immune to these power words.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop.  The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Laugh. Creatures with Int scores of 3 or less are immune. The target falls prone and is incapacitated, unable to stand for up to 1 minute (Concentration). At the end of each of its turns and whenever it takes damage, it makes another Wisdom saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.