This spell may only target beasts with a CR equal to or less than the caster's character level and an intelligence score of 5 or less.
An orb of red and white energy manifests in your hand. Make a ranged spell attack roll. On a hit, the creature is encapsulated in the energy. If the creature's HP is less than two times the caster's character level, the creature succumbs to the energy and is captured in the energy sphere, which becomes a solid five-inch-wide sphere containing the creature in semi-statis. If the creature's HP is greater than the given amount, it dispels the energy and the spell slot is spent. A creature cannot be encapsulated if it is dead or unconscious.
The creature, when encapsulated, now has a number of hit dice equal to the caster's character level and is now an ally of the caster. The encapsulated creature gains a hit die when the caster gains a level as well. While in its containment sphere, the creature is immune to damage.
As an action, the caster can summon the creature from its containment sphere by throwing it into an open space within 15 feet of the caster. The sphere then opens and releases the encapsulated creature in a blast of red energy before returning to the caster. The creature shares initiative with the caster and will follow basic action commands (attack, hide, help, etc.) on its turn. These commands may be given as a bonus action on the caster's turn. The caster may return the creature to its containment sphere as a bonus action if the creature is within 30ft.
The caster can have up to six of these encapsulated creatures at any one time, but only one of these encapsulated creatures can be active at a time. A caster must release an encapsulated creature before the spell can be cast on a seventh. If the caster tries to cast this spell while it has six encapsulated creatures, the spell fizzles and the spell slot is spent.
When this spell is cast using higher level spell slots, it may target additional creature types, but the creatures must still meet the CR, intelligence, and HP requirements in order to be encapsulated.
When this spell is cast at 2nd level or higher, it may additionally target monstrosities.
When this spell is cast at 3rd level or higher, it may additionally target aberrations.
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