Level
9th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
Concentration 1 Hour
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Charmed

 

you shout a command that echoes for all to hear.  any construct, undead creature, or creature wielding a magic item within 100 feet must make a Wisdom saving throw.

any creature who fails that is undead, or a construct is dominated by you per the effects of the Dominate monster spell listed below.

any creature holding a magic item that fails this saving throw finds their magic item left inert for 1d6 rounds.

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

 

Spell Tags: Control

Available For: Bard (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

deadmenink64

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