Control Magic
Choose a creature within range. That creature must make a Wisdom saving throw. On a failed save, the target becomes charmed by you for the duration of the spell, creating a mental link between you. As a bonus action on each of your turns, you may mentally command the target. You and the charmed creature do not need to share a language. The target will obey all commands that you give to it, and will not willingly attack you or your allies. If you command the target to do something which would cause it harm, it may attempt another Wisdom saving throw, ending the effect on itself on a success. You may use this spell to target creatures summoned through the use of other spells, such as elementals and animals. Summoned creatures which you charm using this spell do not disappear when the original spell ends, but any such creature will automatically disappear after 1 minute.
Control Magic
8th Level | Enchantment | |
Casting Time | 1 Action | |
Range | 60 feet | |
Components | Vocal | Somatic |
Duration | Concentration, up to 24 hours | |
Classes | Wizard |
Effect
On a failed save, the target becomes charmed by you for the duration of the spell, creating a mental link between you.
Side/Secondary Effects
As a bonus action on each of your turns, you may mentally command the target. You and the charmed creature do not need to share a language. The target will obey all commands that you give to it, and will not willingly attack you or your allies. If you command the target to do something which would cause it harm, it may attempt another Wisdom saving throw, ending the effect on itself on a success. You may use this spell to target creatures summoned through the use of other spells, such as elementals and animals.
Source
Class | Source |
Wizard | Added to spell repertoire each morning |
Related School
Enchantment
Effect Duration
Concentration, up to 24 hours
Effect Casting Time
1 Action
Range
60 feet
Level
8th
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