Al-Taraj's Shockspire (5e Spell)
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4th-level Conjuration (ritual) | |
Casting time: | 1 action |
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Range: | 120 feet |
Components: | V, S, M (metal shards or ore wrapped in wire) |
Duration: | Concentration, up to 1 hour |
You stretch forth your hand and raise a field of electrically charged spires in an area within range. Choose four points within range. At each point, a metallic shard erupts from the ground. These shards occupy a space 5 feet wide and 15 feet tall, and emit a crackling field of electricity. Each spire emits a 20-foot square area centered on themselves, which is considered difficult terrain for the duration.
Any creature that enters the area for the first time on a turn or starts its turn there must make a Dexterity saving throw. The creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful save.
If a creature starts its turn directly adjacent to one of the shards, they have disadvantage on this saving throw and on a failure, in addition to all other effects they are thrown 10 feet directly away from the shard and become stunned until the end of their next turn. Touching the shards immediately inflicts the same saving throw.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of this spell increases by 1d8 per slot level above 4th and you may summon an additional spire for every two spell levels above fourth.
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