As an action, you establish a telepathic link with one beast that you can touch or see within 10 meters that is friendly to you or charmed by you. Until the spell ends, the telepathic link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you.
Additionally, you can use an action to see through the beast’s eyes and hear what it hears, and continue to do so until you use an action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by the beast, though you are blinded and deafened to your own surroundings.
Dominate. You can expend 1 additional mana or psi to take control of the beast. The telepathic link is active 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 beast 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 beast completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use two actions to take total and precise control of the beast. Until the end of your next turn, the beast takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the beast to use a reaction, but this requires you to use your own reaction as well.
Unwilling. You can expend 1 additional mana or psi to target an unwilling beast. The duration changes to 1 minute/mana or psi and the beast must succeed on a Will saving throw or the spell takes effect. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
Each time the beast takes damage, it makes a new Will saving throw against the spell. If the saving throw succeeds, the spell ends.