Paralysis Hex

EliteTransmutation, Arcane

Lock an enemy in place by altering their physical structure, rendering them unable to move.

When its last active effect on you ends, the log shows “Ended Paralysis Hex”. Expiration, dispelling and actions that break the effect all count; refreshing it does not.

Mana
77 → 119 (+25% at first)
Action points
60
Duration
8 → 10 turns
Delivery
Target
Target
An enemy
Tier proficiency
7
Reference build can cast from
Level 2 (Mage, Transmutation 6)
Chance to learn
19% → 100%

Effects

EffectFirst castableLevel 2, Transmutation 6At its bestLevel 50, Transmutation 10
Movement SpeedOn the target-514% for 8 turns-908% for 10 turns
Cast by a Mage, the class that can take Transmutation furthest. Its casting attribute (Intelligence) was 5 at first and 10 at its best. The minimum respects the level’s proficiency budget; other attribute allocations and equipment can change when you can afford it.

Cast in a test arena at its best: spent 119 mana; target gains Movement Speed -908% for 10 turns; placed: Paralysis Hex attached to the target (the scene shows it and applies any contact effects; see Effects).

Effect strengths describe potential output. Projectile and area contacts are not simulated, and abilities that need a chest, trap or another special target still require that situation in play.

Who can learn it

ClassTransmutation capStanding
Mage10Reaches the tier
Bard6Below tier: needs 7, costs more mana, hard to learn
Monk5Below tier: needs 7, costs more mana, hard to learn
Cleric4Below tier: needs 7, costs more mana, hard to learn
Druid4Below tier: needs 7, costs more mana, hard to learn
Spell Sword4Below tier: needs 7, costs more mana, hard to learn
Thief2Below tier: needs 7, costs more mana, hard to learn
Paladin2Below tier: needs 7, costs more mana, hard to learn
Ranger2Below tier: needs 7, costs more mana, hard to learn