Level
9th
Casting Time
1 Action
Range/Area
60 ft.
Components
S, M *
Duration
Concentration 1 Hour
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Charmed

Choose one creature within range.  That creature must succeed on a Wisdom saving throw or become charmed.  The creature has advantage on the save if you and your companions are fighting it.  If the creature does not have any blood, the spell fails.

While charmed, the creature considers you a trusted confidant, who they can share secrets with.  However, the creature will only respond to questions asked and may fail to provide information that does not directly answer a question.

While the spell lasts, you control the creature's movement and actions.  If you give the creature a task to perform, it will continue to do that task until it is complete.  If the creature is not acting under your instructions, it will not move or take any actions, even to defend itself.  If you give the creature instructions that are obviously harmful, or it takes damage as a direct result of your instructions, it can repeat the save throw.  On a success, the spell ends.

When the spell ends, the affected creature knows it was charmed by you, and will remember the topic of any questions it was asked.  However, it will not remember the specifics of any answers it gave, nor any tasks you ordered it to perform.

 

 

* - (A vial of your own blood)

Previous Versions

Name Date Modified Views Adds Version Actions
3/2/2020 3:01:09 PM
7
0
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Coming Soon

Spell Tags: Social Compulsion Charmed

Available For: Bard (Legacy) Druid (Legacy) Warlock (Legacy) Wizard (Legacy) Cleric (Legacy) - Trickery Domain (Legacy)

TheSweetMan

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