Al-Taraj's Shockspire (5e Spell)

From D&D Wiki
Jump to navigation Jump to search
Al-Taraj's Shockspire
4th-level Conjuration
Casting time: 1 action
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.


Back to Main Page5e HomebrewSpellsCleric
Back to Main Page5e HomebrewSpellsDruid
Back to Main Page5e HomebrewSpellsSorcerer
Back to Main Page5e HomebrewSpellsWizard