Spin
2nd-level · Enchantment
Casting Time 1 action
Range 60 feet
Components V, S
Duration 1 minute
Classes Sorcerer, Warlock, Wizard
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.
Source: Deep Magic 5e · OGL/Open