Level
4th
Casting Time
1 Action
Range/Area
15 ft. (20 ft. )
Components
V, S
Duration
10 Minutes
School
Abjuration
Attack/Save
None
Damage/Effect
Combat (...)

You evoke divine or unholy power around you to create a field of combat. A 20 ft. radius sphere erupts from the point you choose. Any creature within the sphere is trapped. A creature can attempt to escape the sphere by making a wisdom saving throw or take 5d6 radiant damage on a fail, or 2d8 necrotic damage on a success, after which it leaves the sphere.

The sphere counts as a wall for the purpose of shoving, teleportation and movement outside of a creature's turn. A creature who failed to leave the sphere cannot attempt again until the start of its next turn and loses 5 ft. of movement. A creature can leave the sphere without restraint or damage if there is no hostile creature inside it. A creature can only target something on the same side of the sphere as itself. Entering the sphere doesn't restrain the creature's movement.

When you cast this spell using a spell slot of 5th level or higher, the failed portion of the damage increases by 1d6 for each level above 4th, and the success damage increases by 1d8 for every two levels above 4th.

Spell Tags: Damage Utility Combat Compulsion

Available For: Cleric (Legacy) Warlock (Legacy)

Natural_1

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