Level
9th
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S
Duration
Instantaneous
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Control

 

You attempt to enter another creature's mind. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a successful save, the target has the Incapacitated condition and its Speed is 0 until the start of your next turn. On a failed save, you enter the target's mind and have full access to its memories. You can erase or add memories as you see fit, and you can alter emotions, opinions, and even alignment.

When you are done, you can leave the target seemingly unaffected, without any memory of the intrusion, or you can leave the target insane. An insane target is Incapacitated. At the end of every 30 days, the target repeats the save, ending the effect on a success.

A Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory and removes any insanity the spell may have caused. However, alterations to the target's alignment, emotions, and subtler thoughts can only be restored by a Wish spell.

Spell Tags: Control

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

Fibbs_Fiddlefit

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