You form a semi-transparent light the size of a golf ball within your hand before throwing it at the target location.
Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target that fails the save is teleported 15ft., with the direction of the movement determined on a 1d8 (1 being North, and going clockwise for each direction). All equipment and items travel with the teleported creature. If the teleported creature would arrive in a place already occupied by an object or a creature, the creature takes 1d10 force damage for every 5 ft moved and is forced into the nearest unoccupied space.
If the creature successfully saves they are unaffected.
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When cast at a 5th Level, creatures are teleported 25 ft.
When cast at a 6th Level, creatures are teleported 35 ft and one creature's placement is chosen by the caster.
When cast at a 7th Level, creatures are teleported up to 150 ft and two creature's placement is chosen by the caster.
When cast at an 8th Level, creatures are teleported up to 300 ft and all creatures' placement is chosen by the caster.
When cast at a 9th Level, creatures are teleported up to 500 ft and all creatures' placement is chosen by the caster.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/3/2022 8:12:33 PM
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6
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1
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1.0
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Coming Soon
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4/7/2022 6:33:20 PM
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14
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1
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1.1
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Coming Soon
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