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  1. Control. Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction ...

  2. Range: 30 ft. Components: V S. Duration: Concentration, up to 1 minute. Classes: Bard. Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed.

  3. Compulsion. Source: Player's Handbook. 4th-level enchantment. Casting Time: 1 action. Range: 30 feet. Components: V, S. Duration: Concentration, up to 1 minute. Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw.

  4. Spell Description. Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell.

  5. Casting Time: 1 action. Range: 30 feet. Components: V, S. Duration: Concentration, up to 1 minute. Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed.

  6. Casting Time: 1 action. Range: 30 feet. Components: V, S. Duration: Concentration, up to 1 minute. Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed.

  7. Compulsion. 4 th-level enchantment. Casting Time:1 action. Range:30 feet. Components:V, S. Duration:Concentration, up to 1 minute. Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed.

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