As two actions, flies buzz around in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.
Whenever an enemy enters the area for the first time on a turn or starts its turn there, it must make a Fortitude saving throw.
On a failed save, it takes 1d8 poison damage and is poisoned until the end of its next turn.
On a successful save, it takes half as much damage, but isn’t poisoned.
Additionally, you have advantage on Coercion checks but disadvantage on all other Charisma checks for 1 minute.
You can increase the damage by 1d8 for each additional mana or psi expended.