You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, a creature becomes incapacitated as its spirit leaves its body. If the soul is trapped in the spell's area of effect. If the body is removed from the spell's area of effect the soul will still be trapped. The soul cannot lie to or deceive the caster. After the spell ends they are returned to their bodies.
If a wizard trained in the school of necromancy uses this spell they gain the following abilities
- You are immune to this spell and may enter or leave the AOE as you choose
- You may pick who is affected by the spell
- The soul becomes something only you can touch
- The length of concentration becomes unlimited
- Intimidation and Persuasion checks have advantage
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