Mind Control

Allows the caster to temporarily take control of the mind of a creature.

Tier III - Outsider - Witchcraft

Allows the caster to temporarily take control of the mind of a creature.

Spell Tier III
Action Type Action 
Mana Cost 3
Range 10 Meters
Requirements Voice, Eye Contact
Sustain No
Spell Traits Imperceptible

Effect : Choose a creature within Range. That creature must Roll an Intellect Saving Throw, the DC is equal to the Caster’s Spell Save DC. If the Creature Fails the Saving Throw, they are considered to be Controlled by the Caster until the end of their next turn, this spell is no longer being sustained or the controlled creature breaks free of the mind control. They lose control of their Character’s Actions, Movements and Motions and the Caster Gains control of their Character’s Actions, Movements and Motions. Creatures who Pass the Initial Saving Throw are Dazed until the end of their next turn and are aware of the mental intrusion.

Sustaining: If the target Passes this Spell’s Saving Throw at the End of one of their Turns while being Controlled, they are considered to break free of the Mind Control and regain free use of their character.

Overpower : The Caster can spend 1 additional Mana to increase the Range of this Spell by 5 Meters,

Or increase DC for this Spells Saving Throw by +2, or Spend 2 additional Mana to target 1 additional creature within Range with the effects of this spell.