Level
2nd
Casting Time
1 Action
Range/Area
Touch
Components
S
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect

Conjure an amount of air pressurised into the palm of your hand an make an unarmed attack and push them 10ft away, in any direction you hit, including upwards or downward. if they are to hit something they roll a CON 15 or take 1d8 damage and get stuck in the wall for one turn, on a successful save, creature does not stick in the wall and takes half damage. if you slap upwards they will take fall damage. if they are slapped downwards they are pushed prone into the ground.

at higher levels, 3, 4, 5, 6, 7. they are pushed an extra 10ft away and take another 1d6 of damage. 

sometimes if the walls or roof are weak they will fly through and break the wall.

Available For: Sorcerer (Legacy) Wizard (Legacy)

jackmc30987

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