You strike a Deal with a creature you can see within range that can hear and understand you. You may issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. As part of the spell, you must offer a Reward to the target upon completion, though you have full control on what it is you offer.
The target must make a Wisdom saving throw to resist the effects of this spell. Creatures that can't be charmed are immune to this effect.
Advantage on Throw: If your companions are actively hostile towards it, they have advantage on their saving throw.
Disadvantage on Throw: While shaking hands with the target, extend your right index finger and lightly touch the wrist where the pulse is felt. Touching the pulse throws the target off balance for an instance, resulting in disadvantage on their saving throw. This bypasses any natural resistance to Charm effects.
On a failed save, the target is solely compelled to complete it's side of the Deal to the best of it's ability.
- This does not change the target's demeanor towards you or your companions.
- With an INT of 18 or higher, the target may understand that they are under the effects of a Charm spell.
- If the deal can't be completed before the spell expires, the activity isn't performed.
At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the duration is one week. When cast using a spell slot of 6th level or higher, the spell lasts until the Deal is completed or dismissed. A remove curse, greater restoration, or wish spell also ends it.
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