Choose a creature within 60ft of you. The target makes an Intelligence Saving throw. Taking 4d6 force damage on a failed save, halved on a success.
If the target fails, they fall victim to a specialised paralysis effect. All of their muscles seize up and they fall prone, unable to speak or breathe for the duration of the spell. can survive for a number of rounds equal to 1 + their Constitution modifier (minimum 1) without breath, before they fall unconscious, if they require breath to live. As long as the spell persists, they can not be healed above 0 HP or be stabilised (see suffocation rules).
The Target may remake their save at the end of their turn, breaking the paralysis and the suffocation on a success.
Level
4th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
Concentration
1 Minute
School
Enchantment
Attack/Save
None
Damage/Effect
Comments