You create a 20-foot cube of enchanted looped time centered on a point within range. At the start of their turn, any creature caught within this cube must make a Wisdom saving throw. On a failure, any creature within the cube that makes an action, must make the same action on all subsequent turns. For example, if a creature moves and takes the Attack action on it’s turn, it must move and make the same Attack action on it’s next turn. When an action cannot be repeated, the creature can make another Wisdom saving throw. For example, if the creature were to walk across the room to open a door while under the influence of this spell, the creature can make a Wisdom saving throw due to being able to open the already opened door. On a success, the effect of the spell ends for that creature.
Level
4th
Casting Time
1 Action
Range/Area
60 ft.
Components
None
Duration
Concentration
1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect
Comments