Level: Ranger 4
Casting Time: 1 swift action
Target: One arrow or bolt touched
Duration: Until end of round; see text
Saving Throw: None, Fort negates; see text
Spell Resistance: No, Yes; see text
Spell Points: 7
You infuse the arrow with the power to turn your opponents’ muscles to water.
A creature struck by the projectile must succeed on a fortitude save or be paralyzed for one round. Spell resistance applies against the paralysis effect. The projectile remains so enhanced only until the end of the current turn. If the projectile does not hit a creature before the end of the turn, the spell drains away harmlessly.
Augment: For every 2 additional spell points you spend, the paralysis lasts for an additional round.