# Spin - **Level**: 2 enchantment - **Classes**: Sorcerer, Warlock, Wizard - **Casting Time**: 1 action - **Range**: 60 feet - **Components**: V, S - **Duration**: 1 minute - **Source**: Deep Magic 5e You designate a creature you can see within range and tell it to spin. The creature can resist this command with a successful Wisdom saving throw. On a failed save, the creature spins in place for the duration of the spell. A spinning creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that has spun for 1 round or longer becomes dizzy and has disadvantage on attack rolls and ability checks until 1 round after it stops spinning.