You latch on to a target and imbue them with frenzied fire and madness. A creature targeted by this spell makes a Charisma saving throw. On a failed save, the target takes 6d6 + 20 Fire damage and 6d6 + 20 Psychic damage. In addition, any creature that fails this saving throw will be under the control of the caster for as many turns as it takes to succeed the saving throw, repeating the save at the end of each of its turns. Any damage done to a creature that fails the saving throw will be converted into Temporary Hit points, which will be lost when the target is free of the caster's control. If the creature passes the initial saving throw, they only take half damage. If this damage reduces it to 0 Hit Points, it and everything it is wearing and carrying are disintegrated into dust. The target can be revived only by a True Resurrection or a Wish spell.
Using a Higher-Level Spell Slot. The damage increases by 4d6 for each spell slot level above 8.
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