You attempt to bend a humanoid's will to your own dark desires. You target a humanoid that you can see within range, weaving necromantic energies to ensnare their mind. The target must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it.
While charmed by this spell, the humanoid regards you as a trusted friend to be heeded and protected. However, the spell also implants a seed of darkness in the target's mind. The charmed person might experience unsettling dreams, a heightened sense of paranoia, or a foreboding sense of dread while under your influence. This insidious aspect of the spell might not be immediately apparent to the charmed individual.
When the spell ends, the humanoid becomes aware of the dark influence that was exerted over it and may feel a sense of violation or fear, knowing that its will was overpowered by necromantic energies.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional humanoid for each spell slot level above 1st. The humanoids must be within 30 feet of each other when you target them.
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