When only one target remains in the dueling ground, runes matching those on the ground around the Sphere briefly flash around the remaining target's head like a crown.
Using a Higher-Level Spell Slot. You can target one additional willing creature for each spell slot level above 2.
You create a magical dueling ground bounded by a glowing, rune-scribed circle in a 15-foot-radius Sphere centered on a point on the ground you touch.
As part of creating the dueling ground, you designate two willing creatures within the Sphere as the targets. The spell ends early if a creature other than one of the targets enters the Sphere.
If a target drops to 0 Hit Points while in the dueling ground, the target is Stable and teleports to the nearest unoccupied space outside the dueling ground. If a target is subjected to an effect that would kill it instantly without dealing damage while in the dueling ground, the target doesn't die and instead has 0 Hit Points and the Unconscious condition, is Stable, and teleports to the nearest unoccupied space outside the dueling ground.
You touch a creature and speak a promise of no more than 25 words that you vow to keep.
For the duration of the spell, if you knowingly break the promise, the target immediately knows of your breach if it is within 1 mile, and you start burning, taking 1 Fire damage at the start of each of your turns instead of the normal burning damage.
You touch a creature and speak a promise of no more than 25 words that you vow to keep.
For the duration of the spell, if you knowingly break the promise, the target immediately knows of your breach if it is within 1 mile, and you start burning, taking 1 Fire damage at the start of each of your turns instead of the normal burning damage.