Level
1st
Casting Time
1 Action
Range/Area
40 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Enchantment
Attack/Save
None
Damage/Effect

Choose a creature within range and one of their limbs that you can see. The target must succeed on a Charisma saving throw or else the chosen limb will either go limp or rigid for the duration, your choice.

While a target's limb is affected in this way, they have disadvantage on all checks, saving throws, and attacks that would require that limb. If it's an arm, they lose the armor bonus from any shields on that arm. If it's a leg, that creature's movement speed is halved. If it's a wing, that creature loses their ability to fly and cannot use any abilities that require it. At the end of each of your target's turns, they may repeat the saving throw. On a success, the spell ends on the target.

* - (a small pin or needle)

Available For: Bard (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

XYAgain

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