Al-Taraj's Shockspire (5e Spell)
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4th-level Conjuration | |
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 cause up to four electrically charged pillars of metal to burst from areas on the ground that you can see within range. Each spire is a rough cylinder that has a diameter of 5 feet and a height of up to 15 feet. Each spire emits a field of crackling lightning around them to a distance of 20 feet. A creature's speed is halved while in the area.
When a creature moves within 10 feet of a spire for the first time on a turn or starts its turn within 10 feet of a spire, it must make a Dexterity saving throw. On a failed save, the creature takes 4d8 lightning damage. On a successful save, the creature takes half as much damage.
A creature that starts its turn within 5 feet of a spire has disadvantage on their saving throw. In addition, a creature that fails their saving throw while within 5 feet of a spire is pushed 10 feet directly away from it and becomes stunned until the end of their next turn. A creature that touches a spire must make this 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.
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