Level
1st
Casting Time
1 Reaction *
Range/Area
Sight
Components
S
Duration
Instantaneous
School
Abjuration
Attack/Save
WIS Save
Damage/Effect

At the beginning of every day, you choose a non-hostile creature to be your target, after choosing this target, you can not change it until after a long rest. 

You feel and map out the exact charting of the planar rifts around you. Combat goes to a temporary but complete stop, as you attempt to pull your target through the rips in the planes and directly to you, to prevent them from taking damage, failing a spell saving throw, or taking any condition. The target must make a Wisdom saving throw equal to your spell save DC, to prevent themself from being pulled to you. The target can choose to fail this save. 

If the target passes the saving throw, they are not moved, and combat continues as if nothing happened. If the target fails the saving throw, they are immediately pulled through a kaleidoscope of planes, and to a free space within 5 feet of you. Any damage the target took, any failed saving throw, and any condition they took in the last round is immediately negated. As soon as this is done, combat continues as normal.

* - which you take when you see your pre-designated creature within 120 feet of you take damage, fail a spell saving throw, or take a condition

Previous Versions

Name Date Modified Views Adds Version Actions
12/21/2021 5:22:21 PM
2
0
1
Coming Soon

Available For: Ranger (Legacy) - Hunter (Legacy)

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