You speak a word laced with the venom of betrayal, filling a creature's mind with overwhelming paranoia and doubt toward their allies. Choose one creature you can see within range that has allies within 30ft of it to make a Wisdom saving throw. On a failed save, the creature becomes Charmed by you for 1 minute.
While Charmed in this way it views its allies as traitors and is not a willing target for any spell or effect that requires a willing target. In addition, while Charmed, the target suffers one of the following conditions (flip a coin or choose based on the creature's personality and situation):
1. Blood and Broken Oaths. The target is consumed by fury at its supposed betrayers. On each of its turns, it must use its action to make a melee or ranged weapon attack against the nearest ally within range. If no ally is within range, it must use its movement to approach one. The target as advantage on attack rolls it makes, and all attack rolls made against it have advantage.
2. Hello Darkness, My Old Friend. The target is consumed by sorrow, unable to accept the depth of the betrayal. It falls Prone and becomes Incapacitated.
The target can repeat the saving throw whenever you or your allies deal damage to it and at the end of each of its turns, ending the effect on a success. If the target's allies dealt damage to it, affected it with a spell or inflicted a condition on it during that turn, the target makes the saving throw with disadvantage, believing the actions as proof of the betrayal.
Regardless of success or failure a target that was Charmed by this spell suffers a -1 penalty to its attack rolls, ability checks, and saving throws until it finishes a long rest. If one of the target's allies succeeds on a Persuasion check against your spell save DC, this effect is removed. This attempt can be made once per character.
* - (Incantation)
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