You attempt to beguile a weak minded humanoid 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. If the target has a Wisdom score of 10 or higher the spell fails and you take 1d10 psychic damage.
While the target 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 order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a 4th-level spell slot, it can affect a creature with 11 Wisdom or lower. When you use a 6th-level spell slot, it can affect a creature with 13 Wisdom or lower. When you use a spell slot of 8th level or higher, it can affect a creature of 15 Wisdom or lower.
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