One creature that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must choose to either spend its reaction to make a weapon attack against a creature other than itself of your choosing, or suffer 2d10 psychic damage. If it cannot make an attack against an ally for any reason, such as not having a reaction available to spend, it automatically suffers 2d10 psychic damage. Most humanoids cannot use an unarmed strike for this purpose, though monks and creatures with claws, a bite attack, or the like may do so.
At the end of each of its turn, the target can make a Wisdom saving throw. On a success, the spell ends
Level
2nd
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S
Duration
Concentration
1 Minute
School
Enchantment
Attack/Save
None
Damage/Effect
Comments