TEXT: VERTIGO 
  8th-level enchantment (Cleric, Druid, Sorcerer, Warlock, 
  Wizard) 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You cause a swirl of magic that affects the sense of balance 
  of up to five creatures that you can see within range. Targets 
  must make a Constitution saving throw. On a failed saving 
  throw, a creature is affected with vertigo until the spell ends. 
  A creature afflicted by vertigo suffers the following effects: 
  • It has disadvantage on attack rolls and on Wisdom 
  (Perception) checks. 
  • Its speed is reduced to 10 feet, and it cannot fly or climb, 
  regardless of its abilities. 
  • It cannot make more than one weapon attack each turn, 
  regardless of its abilities. 
  • It takes maximum damage from falls. 
  • It automatically fails all Dexterity saving throws, Dexterity 
  ability checks, and saving throws made to avoid falling 
  prone, except those caused by this spell 
  • Attacks made against it have advantage, and score a 
  critical hit on a roll of 18-20. 
  • At the beginning and end of each of its turns, if it is 
  standing, it must make a Dexterity saving throw with 
  disadvantage. On a failed saving throw, it falls prone. 
  BY BENEVOLENT EVIL 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/D&D Unleashed/Previews from The Impermissicon/D&D Unleashed -- New Vertigo Spell (1p0).pdf