You attempt to beguile the Dungeon Master. It must succeed on a Wisdom saving throw or be charmed by you for the duration. The duration is in-game time.
While the target is charmed, you have a telepathic link with it. 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 "Metagame," "Deliver exposition," or "let me get away with this." If the creature completes the order and doesn't receive further direction from you, it continues to run the game to the best of its ability.
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.
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 use a spell slot of 9th level, the duration is concentration, up to 8 hours.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/17/2022 3:16:31 AM
|
3
|
0
|
--
|
Coming Soon
|
Comments