Al-Taraj's Shockspire (5e Spell)

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.


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