Level
2nd
Casting Time
1 Action
Range/Area
50 ft.
Components
V, S
Duration
1 Round
School
Conjuration
Attack/Save
None
Damage/Effect
The caster holds their hand out in front of them and they scream the plane of existence(Fey wilds, beast lands or any elemental plane) they wish to drag a creature out of. Roll 1d20 to determine the which creature is pulled out of the realm. A conjuring circle forms in front of the casters hand in a bright golden wire until the creature crawls out of the glimmering entanglement of metal wire. The creature must make a saving throw of the players choice where the dc is the players score for that ability, if it fails then the player controls it. If it passes the throw, the DM controls its movement.
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