You attempt to overpower the mind of a fiend you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the fiend is charmed, you hold a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the fiend 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 "Attack that creature or target," "guard this area," or "grab that object." If the creature accomplishes the task but doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
Or, you can instead use your action to take complete and precise control of the fiend. 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 fiend takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
*If you cast this on a fiend who is of a higher level than yourself or who is immune to the charmed condition the spell automatically fails.
**Fiends from the same plane of your pact roll this spell save with disadvantage.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a 7th-level spell slot, the duration is concentration, up to 8 hours. When you use a spell slot of 8th level or higher, the duration is concentration, up to 24 hours and fiends immune to the charmed condition now susceptible to the effects of this spell. When you cast this spell using a spell slot of 9th level, the spell lasts until dispelled, without requiring your concentration.
Comments