Blue and purple lines formulate between your fingers as you weave and conjoin them into various runes that begin floating around you. On each of your following turns for the duration, you can use your action to keep signaling runes, as long as you have one hand free to do so.
The spell activates if you use action to do anything else other than sign runes, or when the spells duration expires. once activated the acumulated runes appear high in the sky above the target. The creature hit by the spell must make a Dexterity saving throw or take lightning damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.
The spell's base damage is 8d8. If at the end of your turn the runes have not yet been activated, the damage increases by 1d8.
If the caster loses concentration on the spell such as though either taking damage, falling unconcious or by casting another concentration spell, the spell activates immediately, and instead targets a random spot within 5ft of the initial target.
to determine where the bolt strikes, roll the apropriate dice for the targets size, the bolt lands the dice's number of squares clockwise of the initial target, starting from the top left most square.
- Tiny, small and medium creatures, roll 1d8
- Large creatures, roll 1d12
- for Huge creatures, roll 1d16
- for Gargantuan creatures, roll 1d20
The Lightning heavily damages objects in the area and ignites flammable objects that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the base damage increases by 1d8 for each slot level above 5th.
Previous Versions
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5/8/2022 12:02:12 AM
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5/8/2022 12:16:03 AM
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Coming Soon
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