The level 1 spell, Compelled Duel:
Compel a creature you can see to duel you. Unless they succeed on a Wisdom saving throw, the target is only able to attack someone other than you with disadvantage and they must succeed on a Wisdom saving throw to move more than 30 feet from you. They only have to succeed at the saving throw once in order to move freely for the rest of their turn.
If you try to harm any creature besides the target, if a friendly creature tries to harm the target, or if you end your turn more than 30 feet away from the target, the spell ends.
Assuming I read this correctly, the spell itself automatically succeeds in any scenario, but the individual effects may fail on a per-event basis.
So even if my target succeeds on their check, as long as I am within 30 feet of them when I end my next turn, and my concentration isn't broken, they have to resist the same saving throws every single round? Or am I reading this incorrectly?
- No saving throw at start
- Requires a saving throw for every attempt to hit someone else without disadvantage
- Requires a saving throw for every attempt to move more than 30 feet away from me.
But it plausibly could be:
- Requires a saving throw at start
- Initial saving throw determines whether the target can attack others without disadvantage
- Moving away further than 30 feet still requires a per/turn saving throw
And as @NepeneNep has mentioned, it's plausible that the spell is intended for the saving throw on the attack to nullify the need for a saving throw on the movement, due to the line "They only have to succeed at the saving throw once in order to move.", where I interpret that line as being added to prevent a creature from having to make a saving throw for every attempt to move away in the same turn (so they don't have to roll for every 5 feet).
So which is it?