You approach a creature within touch distance, attempting to force them into a battle within a realm conjured by your mind. The target must make a Constitution Saving Throw, on a failed save they are dragged into the realm, forced into a duel. On a failed save the creature also takes 6d6 psychic damage, half on a successful save.
While in the realm the target is effected by the divine power of the realm, poisoning them until the spell ends. While inside the realm the creature takes 2d6 psychic damage at the start of its turns and must treat each tile they move to as difficult terrain, regardless of the movement method.
When the spell ends, the creature and caster are returned to the material plane, in the same position they were when the spell was originally cast. If this places the creature inside of an object, they are instead ejected to the nearest tile.
* - (A black liquid)
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