Spine Growth (AKA, 'get yer arse up into battle, Bob!')
2nd-level transmutation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (seven sharp yet witty barbs, each of a valid point)
Duration: Consternation, up to 10 minutes
A visibly cowardly creature within range twists and pouts as it hardens up and grows a spine. The target becomes difficult for the duration. When a creature moves into or within reach of the target, the target makes 2d4 jeering comments at it, and then uses its reaction to attack.
The transformation of the coward is camouflaged to look natural. Any creature that can’t see the coward at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the target as non-hazardous before entering into proximity of it.