You attempt to demotivate a creature fighting you. One creature that you can see within range must make a Wisdom saving throw, taking 7d12 psychic damage on a failed save, or half as much on a success. A creature that is immune to being charmed automatically succeeds its saving throw.
A creature that would be reduced to 0 hit points by this spell is instead reduced to 1 hit point and charmed for the duration of the spell. The charm ends early if you or one of your allies attack the creature or target it with a harmful spell. While charmed this way, the creature loses all interest in fighting you and your companions.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot about 5.
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