You attempt to summon a duel ground for you and a target creature to fight. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand, for the duration, it has disadvantage on attack rolls against creatures other than you. A 15ft diameter sphere of water is summoned, with its centre between you and the target creature. The target creature cannot leave the sphere, but other creatures can enter or leave the sphere at will. If the sphere would be blocked by the ground or a wall, it stops at that point. If there is an object in the radius of the sphere, the object is engulfed in the spell and becomes part the the duel grounds.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn outside the sphere.
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