You attempt to charm a creature within range. Anything considered unintelligent has disadvantage on this saving throw. On success the creature becomes completely unwilling to go against you. It will be under your command until death or until it is dispelled. While under your control you are able to command it to perform actions for you. During combat, this includes attacking, readying actions, etc. The target will be able to reroll the charisma saving throw at the end of each of its turns. If out of combat then it will be every minute. The charmed person is completely indistinguishable from their previous self. Although if a insight check of 18 or higher is preformed then they can be seen through. The charmed creature can also be given complex commands depending on its intelligence.
* - (Bundle of targets hair)
Level
4th
Casting Time
1 Action
Range/Area
Touch
30 ft.
Components
V, S *
Duration
Until Dispelled 1 Hour
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Charmed
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