You attempt to take control of a humanoid you can see within range. It must make a Constitution saving throw, and does so with advantage if the creature is engaged with you. If it fails the saving throw, it is placed under your control until the spell ends or until you take damage greater than your spellcasting ability. The creature does not regard you as an ally, but you control the blood within its veins, moving it to your will. When the spell ends, the creature knows it was under your control and takes 2d6 psychic damage but has advantage on attacks against you.
On a Critical Failure. If the target critically fails, roll a d6 and target that many other creatures who must also make Constitution saving throws. This effect only applies to the first target.
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