Lost Compass (3rd-level)

Enchantment (Yeoizard, Wizard, Warlock, Sorcerer, Bard, Paladin)

Casting time: instantaneous

Range/Area: 30 feet (sphere)

Components: V, M (a compass)

Duration: concentration, up to 10 minutes

When Lost Compass is cast, the moral compass and internal compass of all hostile creatures in a 30 ft radius cease to function. Affected creatures must make a Wisdom saving throw or have disadvantage on all Wisdom checks and saves on a failure and are also disorientated (unless they are immune to that effect) and cannot get their bearings using non-magical means. All hostile creatures in range take 13 (2d12) psychic damage on a failure or half the damage on a success. Affected creatures can make a Wisdom saving throw (with disadvantage) to end their affliction. All non-magical compasses in range start to spin around madly and cease to function. This effect ends when the spell is ended on a bonus action, when the caster's hit points reach 0, or when concentration ends.