Level
2nd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
Instantaneous
School
Enchantment
Attack/Save
None
Damage/Effect
Psychic
Point towards a creature and attempt to keep him from thinking for a round. He must make an intelligence saving throw. On a fail he will be stunned til the end of his next turn, and take 2d6 physic damage. On a successful save, he takes half damage and doesn’t get stunned.
when cast at higher levels, the damage increases by 1d6 per slot.
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