The caster touches a hand to their forehead and thrusts it towards the target. Nothing appears to happen, however, if the shot is successful both the caster and target stare into each other's eyes, mouth opened slightly in a dumb, thoughtless manner incapable of breaking the trance.
Both the caster and target must make intelligence saving throws for a successful score greater than or equal to 16. If failed, the effect leaves the individual(s) in a stupor, effectively paralyzed for the duration of the round. If the target has already taken their turn, the effect lasts through their next turn, following which they make their second saving throw.
If the intelligence saving throw is successful, the individual(s) are not paralyzed, merely stunned, resulting in -2 disadvantage and all attack roles in -5 movement speed of the duration of the round. If the target has already taken a turn, the effect lasts through their following turn then dissipates.
However, if the casters intelligence saving throw was a success, they must make a second saving throw of greater than 13. If successful, the caster takes not ill-effects. Failure leaves the individual stunned resulting in -2 disadvantage on all attack throws and -5 movement speed for the rounds duration.
If intelligence saving throw failed, upon the casters next turn, the spell begins to dissipate. A second saving throw of intelligence save must be made greater than 13 by either individual who failed their first intelligence save. (any individual successful in their intelligence saving throw does not role a second time and are no longer stunned) Based on second intelligence saving throw, individual(s) either snap back to reality like Eminem, or take -2 disadvantage on all attack throws and -5 movement speed for the duration of the round upon failure.