Kryx RPGThemesMonsters
concentration, 1 minute/mana or psi

As two actions, a creature that you can touch or see within 20 meters must make a Will saving throw.

On a failed save, it becomes charmed by you for the duration. While the target is charmed in this way, its skin turns a deep red, and a thirst for destruction glows in its eyes. It must use its actions to make melee attacks against a creature other than itself that you mentally choose. The charmed target can move up to half its speed before making the attacks.

The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use two actions to maintain control over the target, or the spell ends. Additionally, the target can make a Will saving throw at the end of each of its turns.

On a successful save, the spell ends.

Augment

Incite Passion. You can expend 1 additional mana or psi so the charmed target has disadvantage on Intelligence checks and cannot cast spells. If it is concentrating on a spell, it must immediately make a saving throw with disadvantage to maintain it.