Feeling the blood flowing within a creature within 60 feet, the caster can completely take control of the target. The target must make a Wisdom saving throw, or be charmed by the caster. Upon a failure, the caster has full control of the target creature. Upon a success, the caster fails to take control, but the target still takes 3d6 force damage.
The charmed creature keeps its turn in the initiative order, but is controlled by the caster. The target can attempt another saving throw at the end of each of its turns. Upon success, the target then takes 3d6 force damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can attempt to control another target within 10 feet of the primary target, and the damage increases by 1d6 for each slot above the 3rd.
Previous Versions
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7/26/2022 10:01:52 PM
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7/26/2022 10:06:09 PM
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Coming Soon
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