Level
5th
Casting Time
1 Hour Ritual
Range/Area
Unlimited
Components
V, S, M *
Duration
Until Dispelled or Triggered
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Charmed (...)

You have learned how to call out to creatures that are susceptible to the influence of the Far Realm. As you cast this spell, whispers from the Far Plane reach out into the surrounding area and lure a creature to perform a simple task for you. Roll a d20 and consult the table below. A creature of the rolled type (CR ≤ ⅓ of the caster’s level, rounded up) arrives at the end of the spell’s casting time. Alternatively, you may choose to forgo the roll to call either a small beast or a commoner (your choice). This creature is charmed by you while under the influence of this spell and appears to be in a dream-like stupor. If you cast this spell in a place where there are no creatures which could possibly arrive in the spell’s casting time, such as a barren wasteland or an isolated demiplane, the spell automatically fails. Your DM determines the specifics of the creature that arrives based on the category of creature you roll, but if you want to be nice and improve your chances of getting something more in line with what you want it may be a good idea to have a list of preferred creatures on hand.

When the creature arrives, it drinks from the chalice used as a material component and you give it instructions. It will attempt to follow those instructions to the best of its ability. The instructions can include a time at which the creature is to carry out its instructions or a specific event/trigger which will cause it to carry out its task. If no such time or trigger is given, the creature will leave immediately to carry out the instructions. The creature determines how best to accomplish its given task based on its own skills and abilities. It will not follow any instructions which would cause it to intentionally harm itself. You can instruct a creature to perform a repeated task (e.g., “every day at noon write a letter to the king”), but every time the creature repeats the task it may make a Wisdom saving throw against your spell DC to break free of your influence. You do not need to share a language with the creature for it to understand your instructions thanks to the influence of the Far Realm, but some creatures may have difficulty understanding certain concepts (e.g., a beast likely wouldn't be able to identify another creature by name).

Once the creature has completed the task it was given, its memory of the time it spent under your influence becomes hazy, as though it were all a dream. You may only have one creature under the influence of this spell at a time. If you cast this spell while a creature is still affected by a previous casting, you can choose to either call that creature to you again or let your influence over that creature fade and summon someone new. If you choose to call a creature back to you and it cannot physically make it to you, you can instead reach out to it psychically to alter your instructions from afar. If you do so, the strain it puts on your mind causes you to gain one level of exhaustion.

D20

Creature

1-3

None

4-6

Beast (small)

7-9

Commoner

10-12

Beast (medium)

13

Humanoid (Bard)

14

Beast (large)

15

Humanoid (Rogue)

16

Noble

17

Humanoid (Fighter)

18

Construct

19

Humanoid (Wizard)

20

Aberration

* - (An ivory chalice worth at least 500 gp, containing wine mixed with the blood of the spellcaster)

Spell Tags: Control Social Charmed Special

Available For: Bard (Legacy) Warlock (Legacy) Wizard (Legacy)

MrFunction

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