Dueling Ground
2024 Rules
- Level & School
- 2nd-level abjuration
- Casting Time
- 10 minute or Ritual
- Range
- Touch
- Components
- V, S, M (a silk flag worth 100+ GP)
- Duration
- 1 hour
- Classes
- Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
- Source
- Arcana Unleashed
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.
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.
Dueling Ground 5.5e 2024 vs. 5e 2014 edition differences
Dueling Ground is a new spell for the 2024 edition.
Spells similar to Dueling Ground
Death Ward 4th-level abjuration
Its prevention of death and protection from instant-kill effects closely match the dueling ground's defining safety feature.
Compelled Duel 1st-level enchantment
The spell directly evokes a one-on-one confrontation by encouraging an enemy to focus on a designated opponent.
Sanctuary 1st-level abjuration
This protective abjuration also helps safeguard a chosen creature from lethal combat consequences, though it does not establish a physical arena.
Warding Bond 2nd-level abjuration
Both are touch-based protective spells lasting about an hour and are especially useful for supporting a combatant through a dangerous confrontation.
Leomund's Tiny Hut 3rd-level evocation
Both use a persistent magical enclosure to control access to a defined area, with the hut offering broader defensive shelter instead.
Magic Circle 3rd-level abjuration
Both create a durable magical boundary that restricts who can enter and shape how creatures interact within it.