Level
2nd
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
1 Hour
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Charmed

You attempt to bend the mind of a humanoid you can see within range. The target makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. While charmed by you, the creature regards you as its absolute superior and obeys any verbal or non-verbal commands, as long as they aren't directly harmful to themselves. Dominating Charm allows you to influence the charmed creature's actions in a direct and commanding way, but doing so pushes the limits of their sanity:

  • Commands Beyond Will: If you issue a command that contradicts the creature’s nature (e.g., attacking an ally or betraying a loved one), they can attempt another Wisdom saving throw with disadvantage. On a success, the charm ends immediately, and they become Frightened of you until the end of their next turn.

  • Memory Warp: When the spell ends, the creature must succeed on an Intelligence saving throw or have their memory of the last hour altered to align with your story of events. This effect lasts indefinitely unless the creature is subjected to a Greater Restoration or similar magic.

  • Mental Strain: For every 10 minutes the spell is active, the charmed creature takes 1d4 psychic damage, as their mind struggles against the invasive magic.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

* - (a drop of honey and a shard of obsidian)

Spell Tags: Control Social

Available For: Bard (Legacy) Druid (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Bard Druid Sorcerer Warlock Wizard Cleric - Trickery Domain Ranger - Fey Wanderer

joshpn99

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