You attempt to charm the mind of a creature, be it friend or foe.
The target must make a Wisdom saving throw against your Sign save DC or becomes charmed by you. A creature who is hositile to you or your allies makes this save with advantage. On a failed save, the creature is charmed by you until the spell ends or until you or your companions do anything harmful to it. During this time the charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.
If the creature was hostile when targeted by the spell, the creature may make a Wisdom saving throw at the end of each of their turns for the duration. On a success the spell ends, and the creature automatically succeeds saving throws against this ability for the next 24 hours.
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