You define a final boundary as a 90-foot-radius, 90-foot-high Cylinder centered on a point within range. When you cast the spell, designate any number of creatures as authorized.
Choose three edicts from the following list.
No Entry
Unauthorized creatures attempting to enter the area must make a Charisma saving throw. On a failure, they can’t enter and are pushed to the nearest unoccupied space outside it.
No Departure
Unauthorized creatures can’t willingly leave the area unless they succeed on a Charisma saving throw. A creature that succeeds is immune to this edict for 1 minute.
No Passage Between Worlds
Teleportation, summoning, planar travel, possession, and travel through the Ethereal Plane fail within or across the boundary.
No Hidden Form
Invisible creatures and objects become visible within the area. Shapechanging creatures must make a Charisma saving throw or revert to their natural forms while inside.
No Hostile Spell
When an unauthorized creature casts a spell within the area, it must make an ability check using its spellcasting ability against your spell save DC. On a failure, the spell is countered and the spell slot is expended.
No Destruction
Structures and unattended objects within the area are immune to damage.
No False Witness
Creatures within the area know when they hear a deliberate lie, though they don’t automatically learn the truth.
A creature can attempt to overcome one edict by using its Action to make a Charisma saving throw. On a success, it ignores that edict for 1 minute.
The spell can be ended early by Dispel Magic cast with a 9th-level spell slot, Wish, or the willing touch of the caster.
* - (iron dust)
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