You attempt to create strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
The Humanoid Creature becomes consumed with rage toward for the next ten turns. The creatures entire focus becomes inflicting as much physical damage as possible onto the castor or an ally of their choosing. The rage is so consuming the creature become frustrated and has disadvantage for every action except an unarmed melee attack. The spells victim now has full intent becomes hurting its chosen enemy with their bare hands, and gains advantages on unarmed attack roles. The spells victim will continue to the best of its ability, to reach its target even if it is impossible.
The number of humanoid creatures effected are determined by the level slot used to cast the spell, only one enemy can be chosen for the intended targets. The enemies chosen for the target can be a familiar, or other magical creature under the parties control but must be within the targets line of sight when the spell is cast.