6-level Enchantment
You attempt to beguile a demon that you can see
within range. It must succeed on a Wisdom saving
throw or be charmed by you for the duration. If you or
creatures that are friendly to you are fighting it, it has
advantage on the saving throw.
While the demon is charmed, you have a telepathic
link with it as long as the two of you are on the same
plane of existence. You can use this telepathic link
to issue commands to the creature while you are
conscious (no action required), which it does its best
to obey. You can specify a simple and general course
of action, such as “Attack that creature,” ” Run over
there,” or “Fetch that object.” If the creature completes
the order and doesn’t receive further direction from
you, it defends and preserves itself to the best its
ability.
You can use your action to take total and precise
control of the target. Until the end of your next turn,
the creature takes only actions you choose and doesn’t
do anything that you don’t allow it to do. During
this time, you can also cause the creature to use a
reaction, but this requires you to use your reaction as
well.
Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving
throw succeeds, the spell ends.
At higher levels: At Higher Levels. When you cast a spell with a 7th
level spell slot, the duration is concentration, up to 1
hour. When you use a spell slot of 8th level or higher,
the duration is concentration, up to 8 hours.