Damage 2d6 Piercing. No ammunition required to shoot, but special ammunition can be loaded. Arrows fired from this bow count as magical for overcoming resistance & immunity.
When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
You whisper magical words that antagonize one creature of your choice within reange. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immmediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can't make this attack ( for example, because there is no one within its reach or because its reaction is unavailable), the taget instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level abouve 3rd