Level: 2
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (several drops of water which are flicked into the air)
Duration: 1 hour
Up to two creatures you choose within range must succeed on a Wisdom saving throw or begin to see an elusive mirage of something they want most to see in the distance. A creature that can't be charmed isn't affected. You may choose which direction the mirage appears to come from. The creature will feel an intense urge to chase after the mirage and must use its movement on each of its turns to attempt to do so. It will avoid opportunity attacks and damaging terrain while moving.
Whenever it encounters dangerous terrain or takes damage, or someone uses its action to slap or shake sense into the creature, it can make a new saving throw, ending the effect on itself on a success. If you place the mirage in an inaccessible location (such as in the air, when you target a creature that can't fly), the creature may make a new saving throw, at advantage.
A creature that successfully saves against this spell can't be affected again by this casting of it.
Classes: Wizard