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

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy)

Jay8D

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