Level
3rd
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect
Psychic

The ground magically turns into square or hexagonal tiles that glow in various colors. This appears in a 25 ft square with you in the center, and counts as difficult terrain. If you move during the duration, the square moves with you. Each creature starting their turn within range must use either their action or bonus action to bust a move, either making a Dexterity (Acrobatics) or Charisma (Performance) check and record the number. You can choose a number of creatures up to your spellcasting modifier to gain a bonus equal to your spellcasting modifier on the check. At the end of each round for duration, each creature in range that rolls higher than your spell save DC gains temporary hit points equal to the amount higher they rolled (Natural 20s have no additional effect), but if they roll lower they take an amount of necrotic damage equal to the amount by which they failed. Creatures rolling a Natural 1 take twice as much damage and are prone until the end of duration.

At the end of duration or immediately after concentration is broken, tally up the total amount rolled by each creature that made Acrobatics or Performance checks during the duration. Whoever had the highest number immediately can use an action as if it were a reaction but it doesn’t count as this round’s action or reaction, and a number of creatures up to your spellcasting modifier of your choice who got the lowest number take 6d6 psychic damage (you can choose not to deal damage).

At Higher Levels. When you cast this spell using spell slots of 4th level or higher, the range of the square increases by 10 ft and damage at the end increases by 2d6 damage per each spell slot above 3rd. Additionally at 5th level or higher, the amount of temporary hit points and damage given each round during duration is doubled.

 

Available For: Bard (Legacy) Sorcerer (Legacy)

Platinum_Dragonborn

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