You attempt to draw a humanoid that can hear you to a point within range. That humanoid must make a Wisdom saving throw contested by your Spell Save DC. On a success, the spell fails and does nothing. On a failure, the the target is charmed by you. While charmed, the target must use all it's movement to head to the point you designated, where an issuany force visible only to the target. When it reaches this point, it stands still centered on the point and is incapacitated. If the target is damaged, the creature can repeat the saving throw, ending the effect on it on a success. If the charmed effect ends on the target early, the spell ends.
After it reaches the point, the ground under the target magically turns to quicksand on it's next turn. The pit is just wide enough to fit the target, and is 15 ft. deep. The target becomes susceptible to the quicksand rules in chapter 8 of the Dungeon Masters Guide, but as long as it is charmed by the spell, it automatically fails it's saving throws for escaping. If the target is removed of the charmed condition while it is in the pit, the target continues to sink. If the target escapes the pit or is sucked under, the ground returns to normal and the spell ends.
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