Volatile Vortex (5e Spell)
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2nd-level Conjuration | |
Casting time: | 1 action |
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Range: | 60 feet |
Components: | V, S, M (a melee weapon) |
Duration: | Concentration, Up to 1 minute |
You create a pocket of instable gravity tethered to a melee weapon, which causes it to spin wildly in a 5-foot-radius space within range. Any creature that enters or ends its turn within the sphere must make a Dexterity saving throw. The creature takes damage equal to the weapon’s damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the center of gravity up to 20 feet. The weapon falls in a straight line toward this point, moving past creatures and up to three-quarters cover, but gets stopped by total cover, resting against the cover as if it were lying on the ground. If the weapon reaches the new center of gravity, it begins spinning wildly in a 5-foot-radius again and creatures within the area must make the saving throw against the spell’s damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may spin an additional melee weapon in a new 5-foot-radius for every two slot levels above 2nd; when you use your bonus action to move a center of gravity, you may only move one.
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