You attempt to daze a creature you can see within range. It must make a Wisdom saving throw, If it fails the saving throw, it is knocked prone by you as well as dazed. The dazed creature is unable to think straight and unable to perceive what is happening around them (disadvantage on perception checks and Dexterity saving throws). When the spell ends, the creature knows it was dazed by you. To break the spell the creature must roll a Wisdom check at the start of their turn and remains dazed until they succeed. The spell automatically breaks after 30 minutes or two rounds of combat.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
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