Level: Ghost 7

Spell Resistance: Yes

Tethering your enemy to marionette strings, you puppet their body to walk into a dark pit that you fill to the brim with other ghosts that detonate themselves. As a standard action, A single enemy within 100 feet must make a will saving throw DC: 17+ Charisma Modifier. If the enemy fails, you can select one of their actions every round and take it for them. Whichever action you select, you have full control over that action for that round. Every round that creature gains another will saving throw to ignore this effect. Once they make a successful save or the duration of this technique ends they take 1d4+1 damage to their Intelligence, Wisdom, and Charisma scores. This secondary effect only takes place if the enemy failed it's initial save.

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