Inspiration for DMs that might also want to adjust some of these spells (changes in bold). These are spells that are often considered problematic by DMs. Let me know what you think! (I might add more later.)
Arcane Eye
Until the spell ends, you create an invisible, floating magical eye that hovers in the air and sends you visual information. The eye has normal vision, Darkvision to a range of 60 feet, and it can look in every direction. You can use an action to move the eye up to 30 feet in any direction as long as it remains on the same plane of existence.
The eye can pass through an opening as small as 1 inch in diameter (2.5 cm), but a solid barrier blocks the eye's movement, as does an Arcane Lock spell cast using a spell slot higher than the one used to cast this spell.
In Volo's Guide to Dungeons, the legendary bard traveler notes that skilled carpenters only leave an 1/2" or 3/4" gap under doors. "Not enough to squeeze an arcane eye, but fortunately some dungeons and establishments are designed by lousy contractors !" (Ask the DM.)
(Of course, that last sentence doesn't match the usual lingo for spells. I'm just having a bit of fun, and also making it clear what I generally assume, based on real world gaps under most doors.)
Find Familiar
(...)
Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast, and it has an Intelligence score of 6 (-2). Any action that requires hands is limited to the capabilities of your beast form.
Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through your familiar's eyes and hear what it hears, gaining the benefits of any special senses it has. During this time, you have the Deafened and Blinded conditions with regard to your own senses. You can stop looking through its eyes at any time (no action required).
Combat. The familiar is an ally to your and your companions. The creature shares your initiative count, but it takes its turn immediately after yours. A familiar can't attack, but it can take other actions as normal.
(I don't like the idea that you no longer lose your own senses when looking through the eyes of your familiar. It such a flavorful and iconic effect from books and movies. Sharing the initiative count just fits other recent summoning spells, and more practical.)
Inflict Wounds
Not problematic in our games. I'm keeping the 2014 version.
Melf's Acid Arrow
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 6d4 Acid damage immediately and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only.
If the target is wearing nonmagical armor, or has a natural armor above 16 AC, it takes a cumulative -1 penalty to AC each time it takes damage from an arrow created by this spell. A suit of armor reduced to an AC of 10 is destroyed. Natural armor cannot be reduced below 16 AC. Nonmagical clothing is also damaged by the acid.
At the DM's option, objects damaged by this spell can be restored with repeated casting of the mending cantrip (one hit point per casting), or using the appropriate artisan tools.
Spike Growth
The ground in a 20-foot radius centered on a point within range twists and sprouts hard, magical spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 1d4 Piercing damage for every 5 feet it travels (no saving throw).
If the spell is cast in an outdoor setting that includes vegetation such as grass, shrubs, trees, or other plants, the magic of the spell causes the ground to look natural. A creature that can’t see the area when the spell is cast can spot the hazardous terrain just before entering it by making a Wisdom (Perception) check against your spell save DC.
Using a Higher-Level Spell Slot. The damage for every 5 feet a target travels increases to 2d4.
Shield
A shimmering barrier of magical force appears and protects you. You have a +5 bonus to AC against the triggering attack and you take no damage from Magic Missile. If you are wearing Heavy armor or wielding a Shield, the spell ends. Otherwise, the AC bonus lasts until the start of your next turn.
Using a Higher-Level Spell Slot. You can target a Large or smaller creature within 5 feet of you to protect it against the triggering attack or the Magic Missile spell. The spell then ends.
Slow
You alter time around up to five creatures of your choice in a 40-foot cube within range. Each target must make a Wisdom saving throw. On a successful saving throw, a creature's speed is halved until the end of its next turn unless it succeeds the save by 5 or more. On a failed save, a creature is affected for the duration.
While a target is Slowed by this spell, it experiences the following effects:
Limited Movement. Its speed is halved.
Defense Affected. It takes a -2 penalty to AC.
Vitality Affected. The target suffers a temporary level of Exhaustion.
Actions Affected. The target can't use Reactions, and on its turn, it can use either an Action or a Bonus Action, not both.
Number of Attacks Affected. The target can only make 1 attack during its turn, or one fewer Melee or Ranged attack if it has the Extra Attack or Multiattack feature.
Spells Affected. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. Spells that include more than one attack roll on a turn are also affected, as explained above.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effects end for it, including the level of Exhaustion.
Creatures under the effects of a Haste spell have Advantage on the saving throws. Effects of both spells are suppressed while durations overlap for affected creatures.
Using a Higher-Level Spell Slot. You can target an additional creature for each slot level above 3.
Wall of Force
(...)
If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), it can use its Reaction to make a Dexterity saving throw to move up to half its Speed to escape. A creature without Blindsight, Truesight or the ability to see Invisibility or that isn't a Legendary creature has Disadvantage on this saving throw.
Nothing physical and no magical energy can pass through the barrier, in or out. The wall can be dispelled by Dispel Magic, provided the spell slot used to cast DIspel Magic is higher than the spell slot used to cast this spell. If the wall takes 25 Force damage at once from a single source, or is hit with a Disintegrate spell, it is destroyed instantly. It is otherwise immune to all damage.
The wall extends into the Ethereal Plane, blocking ethereal travel through the wall.
Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage.
The spell ends early if you have no Temporary Hit Points or if you gain more than 10 Temporary Hit Points from another source.
Using a Higher-Level Spell Slot. The Temporary Hit Points granted by this spell and the Cold damage both increase by 5 for each spell slot level above 1, to a maximum of 25 using a spell slot of 5th-level or higher.
Otto's Irresistible Dance
One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target takes 2d10 Psychic damage and dances comically until the end of its next turn, during which it must spend all its movement to dance in place.
On a failed save, the target takes 4d10 Psychic damage and has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on attack rolls and Dexterity saving throws, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.
When the spell ends, the target gains 1 level of Exhaustion if it failed more than one saving throw by 5 or more.
Using a Higher-Level Spell Slot. You can target one additional creature within range for each slot level above 6.
You conjure slick, non Flammable grease. Choose one of the following options when you cast the spell.
Greased Floor.The grease covers the floor or ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall Prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall Prone.
Greased Item.You create a greasy coating on an item of your choice you can see within range (no larger than 10 ft. on a side). A creature wearing greased armor or clothing has Advantage on its Strength (Athletics) or Dexterity (Acrobatics) checks made to escape a Grapple. If the creature is holding the greased item, it must make a Dexterity saving throw. On a failed save, the creature drops the object, which lands at its feet. The saving throw is made with Advantage if the creature is holding the object with more than one hand. Picking up a greased item from the ground requires a successful Dexterity saving throw. On a successful save, that creature can hold or wield the greased item for the duration.
Greased Wall. (Requires a spell slot of level 2+) The grease covers a vertical surface within range, up to 10-foot square. Each climber on the greased surface must make a successful Strength saving throw or immediately fall from the surface unless it is held in place by ropes, climbing gear, or magic such as Spider Climb. Creatures that try to climb through the affected area move at half speed (cumulative with the usual reduction for climbing), and any climbing movement must be followed by the Strength saving throw. On a failed save, the moving creature falls.
Flammable Grease. (Requires a spell slot of level 2+) If you choose the Greased Floor option, you can make the grease Flammable. If lit, the grease burns until the end of the turn 3 rounds from when the grease was lit (18 seconds). The surface ceases to be slippery and the spell ends once the grease is burned away. When the grease is ignited, each creature in the area must make a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much on a successful one. A target that fails the save starts burning. On subsequent turns, a creature that enters the burning area or starts its turn there must make the saving throw. On a failed save, it starts burning.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, you gain additional options, as described above.
Burning [Hazard]
A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.
You attempt to interrupt a creature that you can see in the process of casting a spell. You automatically succeed if the spell is a cantrip. For a higher-level spell, the creature must make a Constitution saving throw. The creature has Disadvantage on the save if the spell level is equal or lower than 3.
On a failed save, the spell dissipates with no effect, and the Action, Bonus Action, or Reaction used to cast it is wasted.
If the spell was cast using a level 1-3 spell slot, the slot used to cast the spell is expended. Otherwise, it is not.
If the spell was cast with a limited use feature or a charge from a magic item, that charge is expended, no matter the spell level.
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 of jagged iron appears on the Charmed target's head. On each of its turns, the target will attempt to make a melee attack against a creature other than itself that you mentally choose. If the chosen creature is within reach, the target must use its Action to make the melee attack before moving or doing anything else on its turn.
If the chosen creature isn't within reach, the target will move toward them using its movement before doing anything else. If necessary, the target can Dash as a Bonus Action to get closer, even if it can't normally do so. The target isn't compelled to move into an obvious hazard. Once the creature is within reach, the target immediately uses its Action to make the melee attack against it.
The target can use its Action to do other things if you choose no creature or if it can't reach them using its movement. 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.
Using a Higher-Level Spell Slot. You can choose a Beast, Giant, or Monstrosity of your choice that you can see within range as your target.
You issue a verbal command to a creature you can see within range, instructing it to perform a specific task or refrain from a certain activity, as you decide. The target must make a Wisdom saving throw or become Charmed for the duration. The target automatically succeeds if it does not understand the command.
While Charmed, the creature suffers 1 level of Exhaustion and takes 5d10 Psychic damage each time it willfully disobeys or acts against your command. It also takes the Psychic damage after completing a Long Rest if it knowingly ignored your instructions the previous day (for example, spending the day at a tavern instead of delivering your message to the king). The creature is instinctively aware that defying the command will result in harm. A Long Rest reduces 1 level of Exhaustion only if the creature made a genuine effort to follow the command that day.
If the target has a low Challenge Rating (such as a Commoner), you can choose to withhold the Psychic damage, reducing the likelihood of killing the creature with a single act of defiance. However, the Exhaustion from disobeying may still lead to death over time.
You may issue any command, as long as it does not lead to certain death. If the command is suicidal, the spell immediately ends.
Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.
Inspiration for DMs that might also want to adjust some of these spells (changes in bold). These are spells that are often considered problematic by DMs. Let me know what you think! (I might add more later.)
Arcane Eye
Until the spell ends, you create an invisible, floating magical eye that hovers in the air and sends you visual information. The eye has normal vision, Darkvision to a range of 60 feet, and it can look in every direction. You can use an action to move the eye up to 30 feet in any direction as long as it remains on the same plane of existence.
The eye can pass through an opening as small as 1 inch in diameter (2.5 cm), but a solid barrier blocks the eye's movement, as does an Arcane Lock spell cast using a spell slot higher than the one used to cast this spell.
In Volo's Guide to Dungeons, the legendary bard traveler notes that skilled carpenters only leave an 1/2" or 3/4" gap under doors. "Not enough to squeeze an arcane eye, but fortunately some dungeons and establishments are designed by lousy contractors !" (Ask the DM.)
(Of course, that last sentence doesn't match the usual lingo for spells. I'm just having a bit of fun, and also making it clear what I generally assume, based on real world gaps under most doors.)
Find Familiar
(...)
Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast, and it has an Intelligence score of 6 (-2). Any action that requires hands is limited to the capabilities of your beast form.
Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through your familiar's eyes and hear what it hears, gaining the benefits of any special senses it has. During this time, you have the Deafened and Blinded conditions with regard to your own senses. You can stop looking through its eyes at any time (no action required).
Combat. The familiar is an ally to your and your companions. The creature shares your initiative count, but it takes its turn immediately after yours. A familiar can't attack, but it can take other actions as normal.
(I don't like the idea that you no longer lose your own senses when looking through the eyes of your familiar. It such a flavorful and iconic effect from books and movies. Sharing the initiative count just fits other recent summoning spells, and more practical.)
Inflict Wounds
Not problematic in our games. I'm keeping the 2014 version.
Melf's Acid Arrow
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 6d4 Acid damage immediately and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only.
If the target is wearing nonmagical armor, or has a natural armor above 16 AC, it takes a cumulative -1 penalty to AC each time it takes damage from an arrow created by this spell. A suit of armor reduced to an AC of 10 is destroyed. Natural armor cannot be reduced below 16 AC. Nonmagical clothing is also damaged by the acid.
At the DM's option, objects damaged by this spell can be restored with repeated casting of the mending cantrip (one hit point per casting), or using the appropriate artisan tools.
Spike Growth
The ground in a 20-foot radius centered on a point within range twists and sprouts hard, magical spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 1d4 Piercing damage for every 5 feet it travels (no saving throw).
If the spell is cast in an outdoor setting that includes vegetation such as grass, shrubs, trees, or other plants, the magic of the spell causes the ground to look natural. A creature that can’t see the area when the spell is cast can spot the hazardous terrain just before entering it by making a Wisdom (Perception) check against your spell save DC.
Using a Higher-Level Spell Slot. The damage for every 5 feet a target travels increases to 2d4.
Shield
A shimmering barrier of magical force appears and protects you. You have a +5 bonus to AC against the triggering attack and you take no damage from Magic Missile. If you are wearing Heavy armor or wielding a Shield, the spell ends. Otherwise, the AC bonus lasts until the start of your next turn.
Using a Higher-Level Spell Slot. You can target a Large or smaller creature within 5 feet of you to protect it against the triggering attack or the Magic Missile spell. The spell then ends.
Slow
You alter time around up to five creatures of your choice in a 40-foot cube within range. Each target must make a Wisdom saving throw. On a successful saving throw, a creature's speed is halved until the end of its next turn unless it succeeds the save by 5 or more. On a failed save, a creature is affected for the duration.
While a target is Slowed by this spell, it experiences the following effects:
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effects end for it, including the level of Exhaustion.
Creatures under the effects of a Haste spell have Advantage on the saving throws. Effects of both spells are suppressed while durations overlap for affected creatures.
Using a Higher-Level Spell Slot. You can target an additional creature for each slot level above 3.
Wall of Force
(...)
If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), it can use its Reaction to make a Dexterity saving throw to move up to half its Speed to escape. A creature without Blindsight, Truesight or the ability to see Invisibility or that isn't a Legendary creature has Disadvantage on this saving throw.
Nothing physical and no magical energy can pass through the barrier, in or out. The wall can be dispelled by Dispel Magic, provided the spell slot used to cast DIspel Magic is higher than the spell slot used to cast this spell. If the wall takes 25 Force damage at once from a single source, or is hit with a Disintegrate spell, it is destroyed instantly. It is otherwise immune to all damage.
The wall extends into the Ethereal Plane, blocking ethereal travel through the wall.
(Inspired by Level Up 5e)
My Homebrew: Magic Items | Monsters | Spells | Subclasses | My house rules
Currently playing: Fai'zal - CN Githyanki Rogue (Candlekeep Mysteries, Forgotten Realms) ; Zeena - LN Elf Sorcerer (Dragonlance)
Playing D&D since 1st edition. DMs Guild Author: B.A. Morrier (4-5⭐products! Please check them out.) Twitter: @benmorrier he/him
Armor of Agathys
Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage.
The spell ends early if you have no Temporary Hit Points or if you gain more than 10 Temporary Hit Points from another source.
Using a Higher-Level Spell Slot. The Temporary Hit Points granted by this spell and the Cold damage both increase by 5 for each spell slot level above 1, to a maximum of 25 using a spell slot of 5th-level or higher.
Otto's Irresistible Dance
One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target takes 2d10 Psychic damage and dances comically until the end of its next turn, during which it must spend all its movement to dance in place.
On a failed save, the target takes 4d10 Psychic damage and has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on attack rolls and Dexterity saving throws, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.
When the spell ends, the target gains 1 level of Exhaustion if it failed more than one saving throw by 5 or more.
Using a Higher-Level Spell Slot. You can target one additional creature within range for each slot level above 6.
My Homebrew: Magic Items | Monsters | Spells | Subclasses | My house rules
Currently playing: Fai'zal - CN Githyanki Rogue (Candlekeep Mysteries, Forgotten Realms) ; Zeena - LN Elf Sorcerer (Dragonlance)
Playing D&D since 1st edition. DMs Guild Author: B.A. Morrier (4-5⭐products! Please check them out.) Twitter: @benmorrier he/him
Grease
You conjure slick, non Flammable grease. Choose one of the following options when you cast the spell.
Greased Floor. The grease covers the floor or ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall Prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall Prone.
Greased Item. You create a greasy coating on an item of your choice you can see within range (no larger than 10 ft. on a side). A creature wearing greased armor or clothing has Advantage on its Strength (Athletics) or Dexterity (Acrobatics) checks made to escape a Grapple. If the creature is holding the greased item, it must make a Dexterity saving throw. On a failed save, the creature drops the object, which lands at its feet. The saving throw is made with Advantage if the creature is holding the object with more than one hand. Picking up a greased item from the ground requires a successful Dexterity saving throw. On a successful save, that creature can hold or wield the greased item for the duration.
Greased Wall. (Requires a spell slot of level 2+) The grease covers a vertical surface within range, up to 10-foot square. Each climber on the greased surface must make a successful Strength saving throw or immediately fall from the surface unless it is held in place by ropes, climbing gear, or magic such as Spider Climb. Creatures that try to climb through the affected area move at half speed (cumulative with the usual reduction for climbing), and any climbing movement must be followed by the Strength saving throw. On a failed save, the moving creature falls.
Flammable Grease. (Requires a spell slot of level 2+) If you choose the Greased Floor option, you can make the grease Flammable. If lit, the grease burns until the end of the turn 3 rounds from when the grease was lit (18 seconds). The surface ceases to be slippery and the spell ends once the grease is burned away. When the grease is ignited, each creature in the area must make a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much on a successful one. A target that fails the save starts burning. On subsequent turns, a creature that enters the burning area or starts its turn there must make the saving throw. On a failed save, it starts burning.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, you gain additional options, as described above.
My Homebrew: Magic Items | Monsters | Spells | Subclasses | My house rules
Currently playing: Fai'zal - CN Githyanki Rogue (Candlekeep Mysteries, Forgotten Realms) ; Zeena - LN Elf Sorcerer (Dragonlance)
Playing D&D since 1st edition. DMs Guild Author: B.A. Morrier (4-5⭐products! Please check them out.) Twitter: @benmorrier he/him
Counterspell (improved 2024)
You attempt to interrupt a creature that you can see in the process of casting a spell. You automatically succeed if the spell is a cantrip. For a higher-level spell, the creature must make a Constitution saving throw. The creature has Disadvantage on the save if the spell level is equal or lower than 3.
On a failed save, the spell dissipates with no effect, and the Action, Bonus Action, or Reaction used to cast it is wasted.
My Homebrew: Magic Items | Monsters | Spells | Subclasses | My house rules
Currently playing: Fai'zal - CN Githyanki Rogue (Candlekeep Mysteries, Forgotten Realms) ; Zeena - LN Elf Sorcerer (Dragonlance)
Playing D&D since 1st edition. DMs Guild Author: B.A. Morrier (4-5⭐products! Please check them out.) Twitter: @benmorrier he/him
Crown of Madness
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 of jagged iron appears on the Charmed target's head. On each of its turns, the target will attempt to make a melee attack against a creature other than itself that you mentally choose. If the chosen creature is within reach, the target must use its Action to make the melee attack before moving or doing anything else on its turn.
If the chosen creature isn't within reach, the target will move toward them using its movement before doing anything else. If necessary, the target can Dash as a Bonus Action to get closer, even if it can't normally do so. The target isn't compelled to move into an obvious hazard. Once the creature is within reach, the target immediately uses its Action to make the melee attack against it.
The target can use its Action to do other things if you choose no creature or if it can't reach them using its movement. 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.
Using a Higher-Level Spell Slot. You can choose a Beast, Giant, or Monstrosity of your choice that you can see within range as your target.
My Homebrew: Magic Items | Monsters | Spells | Subclasses | My house rules
Currently playing: Fai'zal - CN Githyanki Rogue (Candlekeep Mysteries, Forgotten Realms) ; Zeena - LN Elf Sorcerer (Dragonlance)
Playing D&D since 1st edition. DMs Guild Author: B.A. Morrier (4-5⭐products! Please check them out.) Twitter: @benmorrier he/him
Geas
You issue a verbal command to a creature you can see within range, instructing it to perform a specific task or refrain from a certain activity, as you decide. The target must make a Wisdom saving throw or become Charmed for the duration. The target automatically succeeds if it does not understand the command.
While Charmed, the creature suffers 1 level of Exhaustion and takes 5d10 Psychic damage each time it willfully disobeys or acts against your command. It also takes the Psychic damage after completing a Long Rest if it knowingly ignored your instructions the previous day (for example, spending the day at a tavern instead of delivering your message to the king). The creature is instinctively aware that defying the command will result in harm. A Long Rest reduces 1 level of Exhaustion only if the creature made a genuine effort to follow the command that day.
If the target has a low Challenge Rating (such as a Commoner), you can choose to withhold the Psychic damage, reducing the likelihood of killing the creature with a single act of defiance. However, the Exhaustion from disobeying may still lead to death over time.
You may issue any command, as long as it does not lead to certain death. If the command is suicidal, the spell immediately ends.
A Remove Curse, Greater Restoration, or Wish spell ends this spell, as does completing a particular service your ordered it to carry out.
Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.
My Homebrew: Magic Items | Monsters | Spells | Subclasses | My house rules
Currently playing: Fai'zal - CN Githyanki Rogue (Candlekeep Mysteries, Forgotten Realms) ; Zeena - LN Elf Sorcerer (Dragonlance)
Playing D&D since 1st edition. DMs Guild Author: B.A. Morrier (4-5⭐products! Please check them out.) Twitter: @benmorrier he/him