Level
6th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Instantaneous
School
Abjuration
Attack/Save
None
Damage/Effect
You attempt to seal away one creature that you can see within
range. If the target is of evil alignment, they must succeed a
Wisdom saving throw or be magically trapped in a clay jar,
which must then be sealed by the magical talisman. If the
target has been trapped by the effects of this spell before, it has
advantage on the saving throw. If the save is successful, the
creature misses the clay jar, taking 15d8 psychic damage
instead. Once trapped, a creature remains in the clay jar until
the talisman is removed or destroyed.
The clay jar can hold only one creature at a time. A creature
trapped in the clay jar no longer needs to breathe, eat, or drink
and does not age.
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