Level
5th
Casting Time
1 Action
Range/Area
150 ft. (*)
Components
V, S
Duration
Concentration 1 Minute
School
Divination
Attack/Save
DEX Save
Damage/Effect
Force

 

 

A glittering tornado of chaos magic rampages across the battlefield. The vortex is a 10 foot wide, 20 foot high cylinder that begins anywhere within range.

Until the spell ends, you can use your action to move it 30 feet in any direction along the ground. At the start of each of your turns, the vortex also moves 10 feet in a random direction (roll 1d8 to determine). A creature must make a Dexterity saving throw the first time on a turn it enters the vortex or the vortex enters its space, including when it first appears. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw also triggers a Wild Magic Surge.

If the creature is hostile to the caster, the caster is the beneficiary of any good result and the creature is the target of any bad result. If the creature is friendly to the caster, the creature is the beneficiary of any good result and a randomly determined creature hostile to the caster is the target of any bad result. The creature that failed the save is the target of any neutral result. This Wild Magic Surge can only occur once a round, and once 5 Wild Magic Surges have been triggered, no more will occur for the spell's duration.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 and the possible Wild Magic Surges by 1 for every slot above 5th.

Spell Tags: Damage Special

Available For: Sorcerer (Legacy) - Wild Magic (Legacy)

derfner

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