You attempt to compel a creature into a duel. One creature within range understands the intentions of the caster and can elect to fail a Wisdom Saving Throw.
While the spell is active, both parties must use their movement to be in attacking range of each other. And all other creatures have disadvantage when attacking either party with an attack.
The spell ends when one party goes down, or if either party succeeds on a Wisdom Saving Throw.
If either party attempts to flee, they must succeed a Wisdom Saving Throw, on a success the spell ends.