Level
9th
Casting Time
1 Minute Ritual
Range/Area
Touch 150 ft.
Components
V, S, M *
Duration
Instantaneous
School
Enchantment
Attack/Save
INT Save
Damage/Effect
Psychic

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 2d4 psychic damage per round for the casting time and must make an Intelligence saving throw each round. If 5 or more saves fail, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, or formulate ideas of its own. The creature is charmed by the first person it sees and follows any orders given. If 3 or 4 saves fail, the effects proceed as stated above, but over the next day, its Intelligence and Charisma scores will increase back to its starting score, and its personality is returned. However, the creature gains a -5 to its Deception and Intimidation score. It loses any positive Initiative bonus, cannot cast any magic, and can only defend itself in combat until the spell is broken. The creature also has disadvantage on any saving throws against being charmed if the charming effect is cast by the caster of this spell or one of its allies. If less than 2 saves fail, the creature is only stunned for one round before it returns to normal. 

At the end of every 30 days, the creature can repeat its saving throws against this spell. If it fails on less than 5 saving throws, the spell ends according to the rules above.

The spell can also be ended by greater restoration, heal, or wish.

* - (a Potion of Good, a syringe, and something to produce a continuous, high-pitched sound.)

Spell Tags: Control Debuff

Available For: Bard (Legacy) Druid (Legacy) Warlock (Legacy) Wizard (Legacy)

RowanAsterCode

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