As a bonus action, you stop time for a creature you touch by casting a bright light from your hand. The target must succeed on a Constitution saving throw against your Spell Save DC or be affected by this spell for up to five minutes. A target in Stasis has its speed reduced to zero, and it cannot take actions, bonus actions, or reactions. In this state, it no longer has resistances or immunities to damage, and attacks against it deal no damage until the spell ends, where it takes a cumulative sum of all damage received during Suspension as force damage. If the target is dying, it is stabilised for the duration of the spell. Regardless of taking damage, you must make a Constitution check to maintain concentration on the spell at the end of each of your turns.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the target takes 10% of it's missing health as bonus force damage. When you cast this spell using a spell slot of 9th level, it no longer requires concentration or constitution checks to maintain Stasis on the target.
* - (an hourglass filled with small crystal fragments worth 500gp, which the spell consumes)
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