Classes | School: Enchantment, Bard, Sorcerer, Warlock, Wizard, Cleric (War), Paladin (Vengeance), Paladin (Redemption), Ranger (Monster Slayer), Paladin (Watchers), Sorcerer (Lunar Magic), Cleric (Blood), Monk (Mystic Force (HB)), Artificer (Effigist (HB)), Cleric (Frost (HB)), Druid (Savage Blood (HB)), Ranger (Monster Tamer (HB)), Cleric (Hunt Domain (HB)), Artificer (Chronothief (HB)), Artificer (Puppeteer (HB)), Cleric (Beauty (HB)), Cleric (Blood (HB)), Cleric (Poverty (HB)), Ranger (Grim Warden (HB)), Ranger (Wrangler (HB)), Wizard (School of Chronomancy (HB)), Magus (LaserLlama), Magus (LaserLlama) (Travelers), Psion (LaserLlama), Vessel v2.2.0 (LaserLlama), Vessel v2.2.0 (LaserLlama) (The Formless), Vessel v3.0.1 (LaserLlama), Vessel v3.0.1 (LaserLlama) (The Formless), Wizard (School of Invention (UA)), Cleric (Love (UA)) |
Text | Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels:
When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Paralyzed:
• A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
• The creature automatically fails Strength and Dexterity saving throws.
• Attack rolls against the creature have advantage.
• Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Source: Player's Handbook p. 251 |