Level
2nd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
1 Round
School
Enchantment
Attack/Save
INT Save
Damage/Effect
You choose a creature within range to put in a daze. The creature must make an Intelligence saving throw or be dazed for the duration. A dazed creature is not charmed, stunned nor paralyzed. A dazed creature may move their movement as normal but are unable to take actions or bonus actions on their turn.
A creature automatically succeeds the save if it has a higher Intelligence than the caster.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/12/2023 1:48:52 AM
|
0
|
0
|
3e
|
Coming Soon
|
Comments