You attempt to compel a creature into a duel. 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. The creature must use all of its movement to move towards you, and can not attack any creature other than you. Until the spell ends it must repeat the saving throw at the start of its turn. On each turn it succeeds on the saving throw it can move and attack freely.
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 more than 30 feet away from the target.
At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, you can add one additional target for each spell slot level used.
Previous Versions
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9/24/2024 5:55:58 PM
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2
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Coming Soon
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