Level
Cantrip
Casting Time
1 Action
Range/Area
120 ft. (120 ft. )
Components
S
Duration
Until Dispelled
School
Evocation
Attack/Save
Ranged
Damage/Effect
Slashing

From around each finger, lashes forth a hyper quick, accurate, and sharp wire. These wires are controlled with simple hand gestures for their movement.  It takes a perception of 14 to notice their existence, as while active, the wires will dance and float around their user, nonlethal till attacked with.  The wires appear as incredibly thin, somewhat shiny, thin, and lengthy strands.  The wires are thus sometimes noticed by this, although are effectively invisible in dim light or darkness.  The wires possess the ability to cut through most inanimate things so as long as they are used well enough, and hard enough(DM's discretion.)  Able to easily slice through flesh.  Although with poor use they may take quite a few lashings to actually kill the target.  Each wire lashing does 1d10+Prof. Bonus + Dexterity Bonus.  The caster summons up to 2 wires, one on each hand or on one hand with two.  However, with all this power, the spell requires a Dexterity of 15+ to cast with proficiency, as well not harm the user.  If the range is exceeded, the wires will do 1d10 damage to the caster, and harm their hands, if they wrap around a creature, and the creature is significantly stronger than the caster's spell focus(Charisma, Intelligence), then said damage will apply, doing 1d10 per wire wrapped around the target.  

Note, you can take a -8 to hit, to pull hard on the wires for a 5+proficiency bonus to damage.

Hand Injury: If your hands reach a damage threshold as recoil from using this spell, you will gain disadvantage on hit, and proficiency bonus will be removed from attacks.

1st Injury- The only one that can be healed if the caster goes 3.5 days, and has sufficient rest and nutrients to heal the wounds.  

2nd- Gains disadvantage on hits as the wounding begins taking its toll and your hands coordination weakens with the consistent nerve damage.(Only occurs if it happens 3+ times per battle, or you fail to let your hands heal.)

3rd- Your proficiency bonus is no longer applied, as your hands and nerves begin to lose feeling(Dm's discretion if this effects other weapons, personally I would apply it to martial, but not simple weapons.)

4th- You gain a hit to hit rolls, and damage equal to your proficiency bonus.  At this point, your hands are so scarred, nerves are so shot, and appendages deformed, that just using these wires will be like trying to fence while deaf and blind, essentially so improbably difficult, you might as well be hitting at your opponent with wet noodles.

The spell creates more than two wires when you reach higher levels: four wires at 5th level, six wires at 11th level, and eight wires at 17th level. You can wires the beams at the same target or at different ones. Make a separate attack roll for each strand.

Spell Tags: Control Utility Combat

Available For: Bard (Legacy) Warlock (Legacy) Wizard (Legacy) - Bladesinging (Legacy)

ReverLuna

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