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Every creature or object within the 10-foot radius sphere is frozen in time until the spell ends. This includes any projectiles, ranged spells, or creatures that enter the area while the spell is active.
Unwilling Creatures. Any unwilling creature in the area must make a Dexterity saving throw. On a failed save, the creature is paralyzed and frozen in time until the spell ends. On a successful save, the creature is pushed out of the area in a direction chosen by the creature. If a creature is larger or taller than the area, it automatically succeeds its saving throw.
Projectiles and Ranged Spells. If a projectile or a ranged spell enters the area, it freezes in place mid-flight. It remains frozen until the spell ends, at which point it resumes its trajectory as though it had never stopped.
Entering the Area. If a creature enters the area while the spell is active, it must make a Dexterity saving throw, as if the spell were being cast on them at that moment. If the creature fails the save, it is frozen in time like the others. If the creature succeeds, it is pushed out of the area in the opposite direction they entered. If a creature is larger or taller than the area, it automatically succeeds its saving throw.
Level
7th
Casting Time
1 Action
Range/Area
30 ft.
(10 ft. )
Components
V, S, M *
Duration
Concentration
3 Rounds
School
Transmutation
Attack/Save
DEX Save
Damage/Effect
Control (...)
Comments