You create a pocket of unstable gravity that tethers to a melee weapon, which causes it to spin wildly in a 5-foot-radius space within range. Any creature that enters or ends its turn within range must make a Dexterity saving throw. The creature takes damage equal to the weapon’s damage on a failed save, or half as much damage on a successful one.
As a bonus action, you may move the weapon up to 20 feet. If it would move through the space of a creature, they are forced to make the save as well.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may spin an additional melee weapon in a new 5-foot-radius for every two slot levels above 1st; when you use your bonus action to move a center of gravity, you may only move one.
* - ((a melee weapon))
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