Adventurous Impulse
When you cast this spell, choose both a creature and a space that you can see within range. The target must make a Charisma saving throw. On a failed save, the target becomes unable to willingly enter or leave a 20-foot radius centered on the chosen point for the duration of the spell. At the beginning of each of its turns, the target can repeat the saving throw, causing the spell to end on a success. If an effect causes the target to enter or leave the radius, the spell automatically ends.
Adventurous Impulse
1st Level | Enchantment | ||
Casting Time | 1 Action | ||
Range | 60 feet | ||
Components | Somatic | ||
Duration | Concentration, up to 1 min. | ||
Classes | Bard | Sorcerer | Wizard |
Effect
On a failed save, the target becomes unable to willingly enter or leave a 20-foot radius centered on the chosen point for the duration of the spell.
Side/Secondary Effects
If an effect causes the target to enter or leave the radius, the spell automatically ends.
Source
Class | Source |
Bard | Learned |
Sorcerer | Innate/Bloodline |
Wizard | Added to spell repertoire each morning |
Related School
Enchantment
Effect Duration
Concentration, up to 1 min.
Effect Casting Time
1 action
Range
60 feet
Level
1st
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