Level
9th
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S, M *
Duration
Special 1 Day
School
Divination
Attack/Save
INT Save
Damage/Effect
Charmed (...)

You subtly inscribe an inescapable truth into the mind of a creature within range: their next major decision will lead to catastrophe. The target is unaware of this influence and perceives all of its thoughts as its own.

The target must make an Intelligence saving throw (DC 30). On a failed save, the next time they make an important decision within 24 hours—such as commanding troops in battle, negotiating a crucial deal, casting a decisive spell, or making a life-altering choice—the Gambit triggers automatically, ensuring that their decision leads to the worst possible outcome.

The failure is not enforced through mind control. The target will rationalize their choice as the best possible option, ensuring they execute it willingly.

Trigger Examples:

  • A king at war signs a peace treaty with traitors who execute him the next day.
  • A wizard casts their most powerful spell… on themselves instead of the enemy.
  • A general orders an attack, unaware they are walking into an ambush.
  • A spy confesses their allegiance to the enemy, believing it to be the only way to survive.
* - ((12 pure black diamonds per Necroclone, an intact Clone per Necroclone, an Eternal Mirror, a consecrated Sanctum))

Spell Tags: Control Utility Compulsion Charmed Special

Available For: Wizard (Legacy) - School of Divination (Legacy) Wizard (Legacy) - School of Enchantment (Legacy) Wizard (Legacy) - School of Illusion (Legacy) Wizard (Legacy) - School of Necromancy (Legacy) Wizard - School of Enchantment (PHB) (Legacy) Wizard - School of Necromancy (PHB) (Legacy) Wizard - Diviner Wizard - Illusionist

keroneiden

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