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Compelled Duel

Level1SchoolEnchantment

Level 1 · Enchantment

  • Casting time: Bonus Action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Paladin
  • Saving throw: Wisdom

Spell effect

You try to compel a creature into a duel.

One creature that you can see within range makes a Wisdom saving throw.

On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can’t willingly move to a space that is more than 30 feet away from you.

The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.

Source

Player’s Handbook (2024) — Wizards of the Coast.

All spells · By level · By class

Printed core rules

Source page references in your supplied Player's Handbook (2024). Open the original PDF at the linked page for complete printed tables and rules; use its wording if the searchable transcription differs.

PDF page 251

Open the original rulebook — PDF page 251 — source PDF is not included in this player reference.