Hypnotic Pattern
3rd-Level Illusion Spell (Bard, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 120 feet
Components: S, M (a pinch of confetti)
Duration: Concentration, up to 1 minute
You create a twisting pattern of colors in a 30-foot A Cube is an area of effect that extends in straight lines from a point of origin located anywhere on a face of the Cube. The effect that creates a Cube specifies its size, which is the length of each side.
A Cube's point of origin isn't included in the area of effect unless its creator decides otherwise.
within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the While you have the Charmed condition, you experience the following effects.
Can't Harm the Charmer. You can't attack the charmer or target the charmer with damaging abilities or magical effects.
Social Advantage. The charmer has Advantage on any ability check to interact with you socially.
condition for the duration. While While you have the Charmed condition, you experience the following effects.
Can't Harm the Charmer. You can't attack the charmer or target the charmer with damaging abilities or magical effects.
Social Advantage. The charmer has Advantage on any ability check to interact with you socially.
, the creature has the While you have the Incapacitated condition, you experience the following effects.
Inactive. You can't take any action , Bonus Action , or Reaction .
No Concentration. Your Concentration is broken.
Speechless. You can't speak.
Surprised. If you're Incapacitated when you roll Initiative , you have Disadvantage on the roll.
condition and a A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn. See also Climbing , Crawling , Flying , Jumping , Swimming and Combat .
Special Speeds. Some creatures have special speeds, such as a Burrow Speed , Climb Speed , Fly Speed , or Swim Speed , each of which is defined in this glossary. If you have more than one speed, choose which one to use when you move; you can switch between the speeds during your move. Whenever you switch, subtract the distance already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move. For example, if you have a Speed of 30 and a Fly Speed of 40, you could fly 10 feet, walk 10 feet, and leap into the air to fly 20 feet more.
Changes to Your Speeds. If an effect increases or d ... [more]
of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Source: Player's Handbook, p. 287