You ask a creature a question. Creatures that can't be charmed are immune to this effect. The target must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. On a failed save, the target views you as a trusted confidante, and answers the question to the best of its ability, doing so completely, adding additional information that seems related to the nature of the question, even if it wasn't deliberately asked after.
The spell ends when the target has answered the question to their satisfaction, or after 1 minute. If the target is still answering at the 1 minute mark, they break off mid-sentence.
After the spell ends, the target has no memory of you asking the question, of providing answers to the question, or of any components associated with the casting of the spell, but remembers other events or notable interactions that happen during that period.
On a successful save, the creature knows that you attempted to charm it, and may become hostile.
* - (a drop of consecrated oil or a rosary bead)
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