You attempt to charm a creature you can see within range, drawing it in with an alluring melody and promises of great power and pleasure. The target must make a Wisdom saving throw. On a failed save, the target is charmed by you for the duration. While charmed, the target is under your complete control, and you can issue commands to it as if it were your ally.
However, this charm is not a gentle persuasion or a harmless attraction. The target's soul is forcefully bound to your will, causing them to suffer psychic damage each time they disobey your commands or take damage from your allies. At the start of each of the target's turns, it takes 3d6 psychic damage if it has disobeyed any of your commands or taken damage from any of your allies since the start of its last turn.
The target can attempt another Wisdom saving throw at the end of each of its turns, ending the effect on a success. Additionally, if the target takes any damage from a source other than you or your allies, the charm is immediately broken.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the psychic damage inflicted by the spell increases by 1d6 for each level above 7th.
* - (a small piece of the target's clothing or a personal possession)
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