Level
1st
Casting Time
1 Action
Range/Area
60 ft.
Components
V
Duration
1 Round
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Prone

You can use this spell in one of the following ways when you first cast it as part of your Action.

Champion Challenge (Compelled Duel). As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 60 feet of you must make an Intelligence saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 60 feet away from you.


Royal Decree (Command). You speak a one-word command to a creature you can see within range. The target must succeed on an Intelligence saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.


This spell was created by the magi of wonder and whimsy; Cameron the Clairvoyant. He loved to create, and was inspired by many things around him - people, places, things, concepts, nature, anime, pop culture - and loved to craft superior unique things for the Dungeons and Dragons community. Check out his homebrew creations in every category on D&DBeyond, and feel free to incorporate them into your homebrew campaigns. Cameron the Clairvoyant is a former player-character that reached level 20 and now functions as a NPC Archwizard, and has created numerous impactful magic items, weapons, subclasses, monsters, creatures, feats and spells. Seek him out in your next quest! He loves to take requests and interact with parties of player-adventurers.

Spell Tags: Control

Available For: Cleric (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

WishfulWarlock3

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