Separate Energy (5e Spell)
From D&D Wiki
4th-level Conjuration | |
Casting time: | 1 action |
---|---|
Range: | 120 feet |
Components: | V, S, M (two small glass semicircles) |
Duration: | Concentration, up to 1 minute |
You seperate two different sources of energy which permeates all life, positive and negative. You create two seperate 5-foot radius spheres within range, one positive, one negative. If a creature starts their turn within 5 feet of a sphere, or moves there, they must make a Constitution saving throw or take 2d6 damage, either radiant or necrotic, based on which sphere they were near.
Additionally, you can move a sphere up to 20 feet as a bonus action. However, you can never move either sphere within 30 feet of eachother.
When the spell ends, the two spheres come crashing back together and dissapear. Anyone caught in this movement is forced to make the save as well.
At Higher Levels. When cast at 5th level or higher, it deals an additional 1d6 damage for every level above 4th.
Back to Main Page → 5e Homebrew → Spells → Cleric
Back to Main Page → 5e Homebrew → Spells → Wizard