Level
1st
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
Concentration
1 Minute
School
Enchantment
Attack/Save
INT Save
Damage/Effect
Prone (...)
You choose a creature you can see within range and cage its mental faculties if this spell affects it. The target must succeed on an Intelligence saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Intelligence saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
* - (an ink soaked piece of wool)
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