You attempt to charm a humanoid you can see within range with a enchanting and haunting performance. It must make a Charisma saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed and incapacitated by you until the spell ends or until you or your companions do anything harmful to it. On its turn, the creature must use it's movement to move closer to you (this does provoke opportunity attacks). The creature can repeat the saving throw if it takes damage. If the creature gets within melee range of you before the spell ends, you can use your reaction to make a melee attack with advantage. This attack deals normal weapon damage plus 3d10 necrotic damage and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each level about 3rd.
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