Level
2nd
Casting Time
1 Action
Range/Area
5,000 ft.
Components
V, S
Duration
Concentration
10 Minutes
School
Abjuration
Attack/Save
None
Damage/Effect
Choose a wildjammer you can see within range. The target's Helmsman must make a Wisdom saving throw. On a failed sav, the target loses any progress it had to accelerating to jamming speed and can't start accelerating to jamming speed for the duration. The target's Helmsman can attempt the saving throw again at the end of each of their turns.
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