Level
9th
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S
Duration
1 Day
School
Necromancy
Attack/Save
INT Save
Damage/Effect
Charmed

One Humanoid you can see within range must succeed on a Intelligence saving throw (DC 22) or have the Charmed condition for the duration even if the target is Resistant or Immune to the Charmed. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. If the target fails more than twice the Charmed lasts for the full day until Dispelled by the caster or countered by {spell]Dispell Magic[/spell].

You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.

You can command the target to take a Reaction but must take your own Reaction to do so.

Using a Higher-Level Spell Slot. Your spell duration and DC increase by a factor of (2) with additional expenditure of spell slots. The spell slots must be the same level. Concurrently casting this spell at a lower level (No lower than 5th) reduces the DC by a factor of (2) (No lower than DC 16) and reduces the spell duration by a factor of (2).

Spell Tags: Control

Available For: Bard (Legacy) Sorcerer (Legacy) Wizard (Legacy) Bard Sorcerer Wizard Cleric - Trickery Domain Cleric - Order Domain (TCoE) Paladin - Oath of Conquest (XGtE) Paladin - Oathbreaker (DMG) Warlock - Archfey Patron Paladin - Oath of the Spelldrinker

Radgengrath17418

Comments

Posts Quoted:
Reply
Clear All Quotes