Your psychic influence overrides a creature’s autonomy, subjugating it to your will. Choose a creature within Medium Range. The target must win a Hard (−20) Discipline (Psychic) Test Opposing your Manifest Test or fall under your control until the start of your next turn. While the target is under your control, you dictate its behaviour, including what it does during its turn.
Whenever the target takes Damage and at the end of its turn, it repeats the Opposed Test, ending the power immediately if it wins. Once a Creature wins the Opposed Test, it is immune to this power for the next hour. The target is aware of your attempt to control them whether you win or lose the first Opposed Test.