Volatile Vortex (5e Spell)
From D&D Wiki
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.
Back to Main Page → 5e Homebrew → Spells → Artificer
Back to Main Page → 5e Homebrew → Spells → Wizard