Level
7th
Casting Time
1 Action
Range/Area
150 ft. (20 ft. )
Components
None
Duration
Until Dispelled or Triggered 1 Minute
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Fire (...)

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends (either because you take damage greater than half your max HP or because you decide to end the spell) the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire 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 12d6. Every time your wild magic is activated, the damage increases by 1d6.

If the glowing bead is touched before the spell is triggered, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

At the moment this spell is triggered the caster can choose to take 1d20 psychic damage and use the magic of the wilds to change the damage type from Fire to Ice.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

Spell Tags: Damage

Available For: Sorcerer (Legacy) Wizard (Legacy)

Elissidel

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