One creature that you can see within range must make a Wisdom saving throw.
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You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you.
You attempt to reshape another creature's memories.
A wave of healing energy washes over one creature you can see within range.
You compel one creature you can see within range to die.
You overwhelm the mind of one creature you can see within range.
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save.
You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you.
You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range.
You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range.