Pathfinder 1e Spell Enchantment

Stay The Hand

Subject cannot attack with melee weapon.

School
Enchantment
Casting Time
1 immediate action
Range
Medium (100 ft. + 10 ft./level)
Target
One creature
Duration
1 round/level and special; see text
Saving Throw
Will partial
Spell Resistance
Yes
Components
V S DF

You cause a creature's arm to waver and prevent it from striking another creature. You can cast this spell when the target is about to make a melee attack against another creature. On a failed saving throw, the target does not follow through with its attack, and its entire action is wasted for the round. On a successful saving throw, the target can make its attack, forcing its strike though the compulsion but losing both accuracy and power, taking a –5 penalty on its attack and damage rolls. Whether or not the target makes its initial save or not, it is subject to a –2 penalty on attack and damage rolls against the creature it originally targeted for the duration of the spell.

Effects

one creature
Attribution

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