Level
9th
Casting Time
1 Action
Range/Area
150 ft.
Components
V
Duration
8 Hours
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Charmed

Your beckon call makes all around you follow in your ideals. You attempt to convert up to 3 humanoids or 1 creature that you can see within range to your side. They must succeed on a Wisdom saving throw or be charmed by you for the duration. 

While a target is charmed, you have a telepathic link with them as long as they are on the same plane of existence as you. You can use this telepathic link to issue commands to the creatures while you are conscious (no action required), which they do their best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creatures complete the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of one of the targets. Until the end of your next turn, that 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 the end of the spell's duration, the target is able to remake the saving throw. If they fail again, they are permanently charmed by you. You no longer have to keep concentration on the spell, and they no longer make a new saving throw upon taking damage. The charm ends when you die or spells such as Greater Restoration or Dispel Magic or something similar are cast upon the creature. You can only have up to 5 permanently charmed individuals on your side, ending the spell effect on the target who has been charmed the longest if more than 5 are permanently charmed.

The spell is draining upon those of good faith. If you are of any good alignment you must roll 1d20 upon casting the spell. On a 11 or higher, the spell works as normal. On a 10 or lower, you suffer 6d10 psychic damage, and you must make a concentration check to keep hold of the spell's effect on the targets if they are charmed.

Spell Tags: Control Charmed

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

Dajukester

Comments

Posts Quoted:
Reply
Clear All Quotes