"That spell doesn't do damage, 0/10 would not recommend" - Prolethius
You summon magical energy to cause damage upon a person within range.
The Target makes a Dexterity Save against your spell save DC, on a failed save the target takes 4d12 Force Damage taking half damage on a success.
If a target fails their save they are then linked to this spell and the caster may choose to inflict 2d6 Force damage as a bonus action on subsequent rounds. If a target is killed by this spell you may attempt to move the spell as an action onto a new target within range, forcing their initial save.
If you do not use your bonus action to sustain the spell, the spell ends.
At Higher Levels: Add 1d12 to the initial damage per spell slot level, and 1d6 to the subsequent damage.







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