Home/Spells/Offensive Spells/Crown of Madness

Crown of Madness

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become <a href="/rules/conditions/charmed-condition-5e/">charmed</a> by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

At a Glance

Level
2nd
School
Enchantment
Casting Time
1 action
Range
120 feet
Duration
Concentration, up to 1 minute
Concentration
Yes

How Crown of Madness Works

Casting Time1 action
Range120 feet
ComponentsV, S
DurationConcentration, up to 1 minuteCONCENTRATION
Saving ThrowWisdom

Damage

Target's weapon damage(Wisdom)

Common Mistakes

Common Mistake
Forgetting you must use your action each turn to maintain control
Common Mistake
Not realizing the target gets a save at the end of each of its turns
Common Mistake
Thinking you control the target's movement - you only control their attack action
Common Mistake
Forgetting the target must attack before moving on its turn

DM Tips

DM Tip
Generally considered weak due to action economy and repeated saves
DM Tip
Can be useful for turning a strong melee enemy against their allies
DM Tip
The iron crown visual is great for flavor
DM Tip
Better in situations where you can maintain concentration safely

Frequently Asked Questions

Sources & Further Reading