Level
7th
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S, M *
Duration
Instantaneous
School
Enchantment
Attack/Save
None
Damage/Effect

You attempt to force one creature to mimic the actions of the other. Select a creature that will be targeted by the spell (henceforth referred to as the imitator), as well as another creature that it will imitate (henceforth referred to as the imitatee). If the imitator is unwilling, it must make a charisma saving throw against your spellcasting DC. Upon success, the spell fails. Upon failure, the target is magically compelled to mimic the actions/bonus action/reaction/interaction/movement that the imitatee takes on its own turn, according to the explanation below. The imitator can repeat its charisma saving throw at the end of its turn. Upon success, the spell ends.

The imitator may copy the actions of the imitatee, ignoring certain conditions, even though it may be subject to a condition that may limit/prevent such actions normally. The conditions that can be ignored by the effect of this spell are listed below. Being forced to take an action despite being affected by a condition (one of which that is listed below) that normally prevents such an action heavily taxes the body of the imitator. In such a case, the imitator takes 2d6 necrotic damage.

List of conditions this spell can override in order to force the imitator to take certain actions:

paralyzed, incapacitated, frightened, charmed, prone

Attacks:

Should the imitatee make an attack on its turn, the imitator must make the same number of attacks as well, in the same direction that the imitatee attacked relative to itself. For example, if the imitatee makes 3 attack rolls against a target to the left of itself on its turn, the imitator must make the same number of attack rolls against whichever target is immediately left of it (potentially hitting an enemy, an ally, or nothing). Being forced to make more attacks than what is normally allowed for the imitator greatly strains the body - For each attack that the imitator makes than it normally could on its turn, it takes 1d6 necrotic damage (per attack). This rule applies to attacks of opportunity as well. In such a case, the imitator immediately mimics the AoO of the imitatee, not having to wait for its turn.

Spells:

If the imitatee casts a spell, the imitator attempts to cast the very same spell. If the imitatee does not have the necessary spell slots, or is incapable of learning the spell due to class/racial/feature limitations, the spellcasting attempt simply fails. If the imitatee has the necessary spellslots and is capable of learning the spell as part of its class/feature/race, but does not have the spell prepared, it takes 2d6 necrotic damage, and the spell is cast as normal. If the imitatee has the necessary spellslots and has the spell prepared, it casts the spell normally, expending a spell slot. The target of the spell is same relative to the imitator. For example, if the imitatee casts fireball 40 ft to north of itself, then the imitator will cast the spell, if able, centered at a point 40 ft north of itself.

Movement:

The imitator exactly copies the movement of the imitatee. For example, should the imitatee move north 15 ft and then west 15 ft, the imitator must carry out the same set of movement relative to itself. Should this forced movement put the imitator in danger, the imitator can repeat its charisma saving throw. Upon success, the spell ends. Upon failure, the imitator must carry out its forced movement. If the imitator is moved up against an obstruction or another creature as result of its forced movement, it stops moving in that direction.

Reactions:

The imitator may not take any reactions on its own. If the imitatee expends its reaction, the imitator does the same.

Interactions:

The imitator copies the interactions of the imitator. For example, if the imitator opens a door to the right of it by grabbing the doorknob and pushing the door open, the imitator will mimic the same motion, regardless of whether if there is a door to the right of it or not. If the imitator verbalizes, then the imitator does the same.

Feats/Magic Items/Features: If the imitatee uses a feat/magic item/feature, as part of its action/bonus action/reaction/interaction, the imitator must expend an action/bonus action/reaction/interaction to copy it. However, if the imitator does not have the said feat/magic item, the mimicked action/bonus action/reaction/interaction does nothing and is wasted.

* - (A fine puppet carved from ebony wood, at least 300g in value)

Available For: Bard (Legacy) Wizard (Legacy)

SeagullBrian

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