Prerequisite: Requires a Constitution score of 16 or higher; Metamagic Adept (Feat); The ability to cast at least one spell.
Your physical capabilities have allowed you to channel your magic in a new, unique way, granting you the following benefits:
- Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
- When you move 10ft. in any direction, you can spend 2 sorcery points to transform your body into a Wisp of Fire, Cold, or Energy and launch yourself in a strait line in the direction you moved initially (except when falling or moving down at a steep angle), up to a distance equal to your Dash speed (current, not default). At the end of your flight (weather by reaching max range, by crashing into an object, or by choosing to stop) your Wisp form explodes, forcing all creatures in the affected area to make a constitution saving throw of DC 8 + your Prof + your CON. The damage is 1d10 per 30ft traveled (But no more than 20d10) on a failed save, and half as much on a successful one. The affected area is a sphere with a diameter equal to 5ft. per 30ft. traveled (but no larger than 100ft.). You must travel at least 30ft. to deal damage and gain the Wisp element effect, otherwise it just fizzles out and your body reforms in the nearest unoccupied space relative to your movement trajectory in any position you choose (this is true even if you collide with an object). When you transform into a Wisp the only things you can do are move and stop. Your gear melds into your Wisp form, and you cannot benefit from it, or use it until you revert back to your normal form.
- Each Wisp element has the following effect:
- Fire: Deals Fire damage and ignites all flammable objects in the area that are not being worn or carried.
- Cold: Deals Cold damage and freezes everything that can be frozen, that is not being worn or carried, if the ground can be frozen, it becomes Difficult Terrain.
- Energy: Deals Thunder damage and knocks away objects, liquids (such as water in a lake for example) and creatures with a force equal to 5lbs per 10ft traveled, creatures who are heavier than the force, and ones who succeed the save are unaffected by this.
- When falling, your maximum distance is equal to twice your normal falling speed (Your normal falling speed is 500ft per 6 seconds, or one round, but you may apply any other falling speed calculation you are using for your campaign) and you fall at a speed equal to twice your normal falling speed. You may spend an additional 2 sorcery points on your subsequent turns to increase your Wisp's maximum distance by twice your falling speed again (note that you have to announce you wish to do this at the end of your turn, and may only do so if you've not already hit an obstacle or the ground/water surface, or the surface of any other body of liquid). Upon impact, the damage and affected area is calculated as shown above.
- You do not take damage from crashing into obstacles or hitting the ground while in Wisp form
- After your Wisp form explodes, your body reforms in an unoccupied space in the impact area, as close to its center as possible, in any position you choose.
- While in Wisp form, you may move unobstructed trough squares occupied by other creatures of medium size or smaller, Larger creatures (ones that occupy more than one square on the grid) count as obstacles however, and thus they stop your movement.
- While in Wisp form, you ignore difficult terrain, and can fly over gaps, provided your movement is enough to clear the gap, otherwise you will stop at your max range, and revert back to your normal form, and presumably fall (unless you have a way to prevent it).
- You may use this ability as a bonus action on your turn, or reaction when it's not your turn.
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