As a bonus action you can choose one creature within 60ft that you can see, and you may attempt to influence their emotions for 20 minutes, the target must make a wisdom saving throw of 14, The Creature can willingly choose to fail this saving throw.
If they succeed on the wisdom saving throw the creature will know their emotions were attempted to be tampered with, however if they fail the wisdom saving throw they do not know
Joy - The Creature is filled with happiness
Anger - You blind the creature with rage
Anxiety - The Creature begins feeling nervous or anxious, like in a cold sweat
Depress - You force the creature into a spiral of sadness
At Higher Spell Levels - for every spell level above 1st add one additional point to the wisdom saving throw (2nd level will be 15 and 3rd will be 16 Etc) and increase the intensity of that emotion
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