You extend your soul outward targeting up to 8 creatures that you can see within range, forcing them to be under your direct command. The targeted creatures do not need to be able to understand you for this hold to take. They must succeed on a DC 30 Wisdom or Charisma Saving Throw (your choice) or become under your total command. The targets are considered Incapacitated and loses control of its body. The personality of the target changes slightly, considering you a very close friend, ally or even family. The original consciousness of the host is locked away in their own mind and put to sleep while the other personally takes hold. The commanded targets Alignment changes to your own. This will not affect the current items the commanded targets are Attuned to directly, rather indirectly if the weapon is Sentient or not.
While the creature is commanded by you, it will also receive boons. Each target will gain a +4 to their Strength, Dexterity and Constitution Ability Score. The Ability Scores may exceed the Character’s Ability Score Cap. The commanded targets also have advantage to all rolls made with spells and magical effects. The commanded targets also gain a temporary boost to their Hit Points, each target will receive 50 more Temporary Hit Points. The commanded targets also gain Advantage on all Skills they are proficient with and will add a +5 to the total in all Skill Checks. The commanded targets Natural Armor Class also increases by +3. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination Spells can't locate or perceive the target.
The effect of the spell lasts until the body drops to 0 Hit Points, you end the spell as a Bonus Action, or the host is turned or forced out by an 8 level Dispel Magic, Greater Restoration or Wish spell. When the command ends, the targeted body target is immune to this spell for 1 week after succeeding on the saving throw or after the possession ends.
There is another way to break the hold that you have over a target. If the target is confronted by a close and good friend, family member or ally, they may spend their Action to attempt to plea to the commanded target. The individual making their plea must convince the target to snap out of the state of which they were in. They can make two rolls to attempt the plea of reason. One roll is a DC 30 Persuasion Check to hear your words or a DC 30 Performance Check to understand your resolve. Targets that are freed in this way temporarily keep the boons the spell granted them for 1d3 rounds of combat before fading away.
Previous Versions
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12/10/2022 7:31:31 PM
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Coming Soon
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