You send out an EMP, disabling electronics in a specific target. Choose one creature or electronic device within range.
If the target is a creature, it must make an Intelligence saving throw. On a failure, all of it's cyberware and any other electronics that are a part of its body lose function for the duration. If the creature is a machine, it is paralyzed for the duration instead. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.
If the target is an electronic device, it turns off and cannot be turned on for the duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature or electronic device for each slot level above 2nd. The targets must be within 30 feet of each other when you target them.
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