Level
4th
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S
Duration
Special 1 Hour
School
Abjuration
Attack/Save
None
Damage/Effect

You attempt to seal a weakened creature within a magical containment sphere. Choose one creature within range that is at or below half its hit points. The target must make a Charisma saving throw (DC 15 + Charisma modifier). On a failed save, the creature is captured, its body collapsing into magical energy and becoming trapped inside your crystal. On a successful save, the spell fails and the creature is immune to this spell forever until the sphere is broken.

While captured, the creature is incapacitated, unaware of its surroundings, and held in stasis within the sphere. The sphere can be carried and has AC 12 and 20 hit points. If the sphere is destroyed, the creature reappears in the nearest unoccupied space. You can release the creature at any time (no action required), causing it to appear in an unoccupied space within 10 feet of you.

Available For: Ranger Sorcerer Wizard Ranger - Beast Master Ranger - Hunter

Turd_mouth09

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