Daze

2nd Edition
 
 
5th Edition
This spell allows the caster to discombobulate the target. Choose one creature you can see they must make a Constitution Saving Throw. On a failed save, they lose their Reaction and Bonus Action until the end of their next turn.
 
Pathfinder 2e
You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
Heightened (+2) The damage increases by 1d6.
 

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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Spell Descriptors
Compulsion, Mind-Affecting
2nd Edition
School
Conjuration
Level
Arcane 1
Range
10 yds
Save
Negates
Duration
1 round
Components
V, S
AoE
1 creature
Casting Time
3

 
5th Edition
School
Conjuration
Level
Bard 0, Sorcerer 0, Warlock 0, Wizard 0
Casting Time
1 Action
Range
30 Feet
Components
V, S
Duration
1 Round

 
Pathfinder 2e
School
Conjuration
Tags
Cantrip, Concentrate, Manipulate, Mental, Nonlethal
Traditions
Arcane, Divine, Occult
Cast
Range
60 Feet
Targets
1 creature
Defense
Will
Duration
1 round