Level
2nd
Casting Time
1 Reaction *
Range/Area
Self
Components
S
Duration
Special 1 Round
School
Abjuration
Attack/Save
None
Damage/Effect
The Worm protects your mind. Until the start of your next turn, you have advantage on Intelligence, Wisdom, and Charisma saving throws.
* - 1 reaction, when you make an Intelligence, a Wisdom, or a Charisma saving throw