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.

Properties

Unorganized
Level
1
Casting Time
Bonus Action
Range/Area
30 Ft
Components
V
Material Components
-
Duration
Concentration, up to 1 minute
School
Enchantment
Attack/Save
Wisdom saving throw