Enchantment • Humanoid Mind Control

Dominate Person

Enchanter covertly dominating a noble during a medieval council
Dominate Person leaves the victim recognisably themselves while another will directs their choices.

Dominate Person establishes sustained control over a humanoid mind. Fifth edition uses a Charmed condition and repeated Wisdom saves when the target takes damage; PF1e and D&D 3.5e use a much longer one-day-per-level domination model.

At a Glance

2024Bard 5, Sorcerer 5, Wizard 5; commands require no action
2014Bard 5, Sorcerer 5, Wizard 5; includes an action for total and precise control
Pathfinder 1eBard 4, Sorcerer/Wizard 5; 1 day/level
D&D 3.5eBard 4, Sorcerer/Wizard 5; 1 day/level

Choose Your Edition

Dominate Person — 5.5e / 2024

Level5th
SchoolEnchantment
Casting TimeAction
Range60 feet
ComponentsV, S
DurationConcentration, up to 1 minute
ClassesBard, Sorcerer, Wizard

One Humanoid you can see within range makes a Wisdom saving throw. On a failure, it has the Charmed condition for the duration. It has Advantage on the save if you or your allies are fighting it.

Whenever the target takes damage, it repeats the Wisdom save, ending the spell on itself on a success.

While you and the target are on the same plane, you have a telepathic link. On your turn you can issue commands through that link without taking an action. The target does its best to obey on its turn.

You can command the target to take a Reaction, but doing so costs your own Reaction.

Higher-level slots: 6th level can extend Concentration to 10 minutes, 7th to 1 hour, and 8th or higher to 8 hours.

Dominate Person — 5e / 2014

Level5th
SchoolEnchantment
Casting Time1 action
Range60 feet
ComponentsV, S
DurationConcentration, up to 1 minute
ClassesBard, Sorcerer, Wizard

A Humanoid you can see makes a Wisdom saving throw, with Advantage if you or friendly creatures are fighting it. On a failure, it is Charmed for the duration.

You can issue simple commands telepathically with no action required. When an order is complete and no new order follows, the target acts to protect itself.

2014 total control: you can use your Action to take total and precise control until the end of your next turn. During that time the creature takes only the actions you choose. Causing it to use a Reaction still costs your Reaction.

Damage triggers a new Wisdom saving throw to end the spell.

Higher-level slot durations are the same 10 minutes / 1 hour / 8 hours progression as the 2024 spell.

Dominate Person — Pathfinder 1e

SchoolEnchantment (Compulsion) [Mind-Affecting]
LevelBard 4, Sorcerer/Wizard 5
Casting Time1 round
ComponentsV, S
RangeClose (25 ft. + 5 ft./2 levels)
TargetOne Humanoid
Duration1 day/level
Saving ThrowWill negates
Spell ResistanceYes

A telepathic link lets you direct the subject. Shared language permits detailed orders; without one, communication is limited to basic commands.

Changing orders is a move action. Spending a standard action in full concentration gives you the subject’s interpreted sensory input.

Actions against the subject’s nature grant a new save with a +2 bonus. Obviously self-destructive orders are not followed.

Control works at unlimited distance on the same plane. If you fail to spend at least 1 round concentrating on the spell during a day, the subject receives a new save to break free.

Dominate Person — D&D 3.5e

SchoolEnchantment (Compulsion) [Mind-Affecting]
LevelBard 4, Sorcerer/Wizard 5
Casting Time1 round
ComponentsV, S
RangeClose (25 ft. + 5 ft./2 levels)
TargetOne Humanoid
Duration1 day/level
Saving ThrowWill negates
Spell ResistanceYes

The 3.5e spell uses the same core domination model as PF1e: detailed commands with shared language, move-action redirection, full-concentration sensory impressions, new saves for actions against the target’s nature, and same-plane unlimited control range.

Obviously self-destructive orders are not obeyed, and the target can gain a new daily save if the caster neglects the required daily concentration.

What Changed?

  • 2024: removes the 2014 Action option for total and precise control. Commands remain no-action; commanding a Reaction costs the caster’s Reaction.
  • 2014: includes the explicit total-control Action through the end of the caster’s next turn.
  • PF1e / 3.5e: domination lasts 1 day/level, uses Will saves and Spell Resistance, and relies on ongoing orders rather than the fifth-edition Charmed-condition framework.

Using Dominate Person

Damage is a built-in escape route in fifth edition. Every damaging hit gives the dominated creature another Wisdom save.

Commands still respect edition limits. In legacy d20 rules, actions strongly against the target’s nature trigger resistance and obviously self-destructive orders fail.

Ending the spell does not undo completed actions. A gate opened, order signed or prisoner released while the target was controlled remains an event the party must deal with afterward.

Related Magic

  • Dominate Monster — broader creature targeting at higher level.
  • Charm Person — influence without continuing direct command.
  • Suggestion — imposes a course of action rather than sustained control.
  • Modify Memory — changes recollection rather than behaviour directly.
  • Break Enchantment — legacy countermeasure for qualifying enchantments.

Sources and Licensing

Mythical Context

Peitho is the Greek embodiment of persuasion and an attendant of Aphrodite. Dominate Person pushes that image into a darker question: when apparent agreement is produced by enchantment, persuasion has given way to captivity of the will. See classical references to Peitho.

Historical Context

A magical manuscript from Roman-period Egypt preserves written spells of attraction and influence. Such objects establish the history of attempted coercive rituals, not their effectiveness. In a game, their existence can inspire the evidence that exposes a controlling sorcerer. See the British Museum’s magical papyrus.

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