The Traveler's Guide to Aellorah
5-level Abjuration
Ritual - does not require spell slot, takes 10 minutes longerYou trace a powerful protective glyph on the ground that wards off lesser spirits within 120 ft. of it. Upon completion of the ritual, spirits of CR 6 or lower cannot move within the protected area for 24 hours. Spirits above CR 6 must make a Wisdom saving throw against your spell save DC. On a failed save, they are warded away from the affected area. On a success, they are able to enter the warded area and are immune to its effects for the duration of the spell. This does not apply to your beckoned spirits.
This spell can only be cast as a ritual.