Level
7th
Casting Time
1 Action
Range/Area
60 ft. (60 ft. )
Components
V, S
Duration
Concentration 1 Minute
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Charmed

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast 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." 

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.

you keep the creature til it dies

Spell Tags: Control

Available For: Druid (Legacy) Sorcerer (Legacy) Cleric (Legacy) - Nature Domain (Legacy) Paladin (Legacy) - Oath of Conquest Warlock (Legacy) - The Archfey (Legacy) Warlock (Legacy) - The Great Old One (Legacy)

0pti_Mystic

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