Crown of Madness

A
Control

Crown of Madness is a Control spell. Control spells restrict enemy options through debuffs or denial effects.

See all Control spells →
spell that bends a foe’s will with
mind-bending charm

Crown of Madness is a Social Influence spell. Social Influence spells create ways to communicate, persuade, and alter behavior.

See all Social Influence spells →
. It turns the target’s action against allies and demands your
ongoing action

Crown of Madness is a Action Economy spell. Action Economy spells grant you more choices on future turns.

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,
making every save a
save-or-suffer

Crown of Madness is a Save or Suck spell. Save or Suck spells fall entirely flat if the target succeeds on a saving throw.

See all Save or Suck spells →
moment.

2024 Rules

Level & School
2nd-level enchantment
Casting Time
Action
Range
120 feet
Components
V, S
Duration
Concentration, up to 1 minute
Classes
Bard, Sorcerer, Warlock, Wizard

One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn't Humanoid. A spectral crown appears on the Charmed target's head, and it 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 no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.

On your later turns, you must take the Magic action to maintain control of the target, or the spell ends.

2014 Rules

Level & School
2nd-level enchantment
Casting Time
Action
Range
120 feet
Components
V, S
Duration
Concentration, up to 1 minute
Classes
Bard, Sorcerer, Warlock, Wizard

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed 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.

Crown of Madness 5.5e 2024 vs. 5e 2014 edition differences

Now affects one creature instead of only a Humanoid, but non-Humanoids automatically succeed.

Crown of Madness popularity

Crown of Madness is a seldom chosen level 2 spell. Choosing it adds a unique option to your spellbook.

Spells similar to Crown of Madness

  • Suggestion 2nd-level enchantment

    A same-level enchantment that persuades a single target to follow actions you prescribe and forces repeated checks to break free.

  • Charm Person 1st-level enchantment

    Both create a charm effect on a humanoid that changes who the target treats as friendly and can be used for social or tactical manipulation.

  • Dominate Person 5th-level enchantment

    A more powerful version of taking over a humanoid’s actions, including the option to force specific actions and the need to maintain control over the target.

  • Hold Person 2nd-level enchantment

    Targets humanoids with a control effect that relies on a save and repeat checks, making it a comparable go-to for disabling a single enemy in combat.

  • Bestow Curse 3rd-level necromancy

    An enchantment that imposes a long-lasting, choice-driven penalty on a target and uses saves and concentration in ways similar to manipulating a creature’s behavior.