Volatile Vortex (5e Spell)

From D&D Wiki
Jump to navigation Jump to search
Volatile Vortex
1st-level Evocation
Casting time: 1 action
Range: Touch
Components: V, S, M (a melee weapon worth at least 1 sp)
Duration: Concentration, Up to 1 minute

You brandish the weapon used in the spell's casting before creating a pocket of unstable gravity tethered to it. For the duration, the weapon begins to spin wildly, occupying a 5-foot cube within range. Any creature that moves into the weapon's space for the first time on a turn or ends its turn there must succeed a Dexterity saving throw. On a failure, the target suffers the weapon's normal damage.

As a bonus action, you can move the weapon up to 20 feet. If you crash the weapon into a creature, that creature must make the saving throw against the weapon's damage, and the weapon stops moving this turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may spin an additional melee weapon in a new 5-foot-radius for every two slot levels above 1st; when you use your bonus action to move one of the spinning weapons, you can only move one as part of that bonus action.

0.00
(0 votes)

Back to Main Page5e HomebrewSpellsArtificer
Back to Main Page5e HomebrewSpellsWizard