One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
Magical marionette strings attach to the Charmed creature’s limbs or body, and it must use its action on its turn to make a melee attack against a creature other than itself that you mentally choose, moving to reach the target if necessary. The target can act normally on its turn if you don’t choose another creature, or if the creature isn’t within the target’s reach after it moves. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.
On your later turns, you must take a Bonus Action to maintain control of the target, or the spell ends.
You curse a creature within range, filling its mind with creeping paranoia and despair. When the target takes the Attack or Magic action, it must succeed on a Wisdom saving throw or waste its action. Once the target succeeds on three saving throws against this spell, the spell ends.
You absorb a measure of a creature's suffering and escaping vital essence. Expend and roll one Hit Point Die. You regain a number of Hit Points equal to the number rolled plus your spellcasting ability modifier. If the creature took damage from a Critical Hit, double the number of Hit Points you regain.
Using a Higher-Level Spell Slot. You can expend one additional Hit Point Die for each spell slot level above 1.
* - which you take when another creature within range takes damage