You create a black tear to appear at a point on the ground within range. This tear releases translucent black spirits that swarm outwards, enveloping a 15 foot radius area around the tear.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Charisma saving throw. On a failed save, the creature becomes possessed by the spirits of the well for the duration. While possessed by the spirits the creature is also charmed by you unless it is immune to being charmed. Any creature immune to possession automatically succeeds on this saving throw.
A creature possessed by this spell becomes a puppet for the spirits of the well. You can use a bonus action on each of your turns to do one of the following:
- Force a possessed creature to move up to its movement speed to a point of your choice.
- Force a possessed creature to make a single weapon attack against a target of your choice.
- Force a possessed creature to perform a simple action, such as fall prone, or interact with an object.
A possessed creature can use it’s action to try and force the spirits from its body by repeating the Charisma save and ending the possession on a success. As well, any effect that would turn undead will automatically end this possession if used within range of the possessed creature.