Level
2nd
Casting Time
1 Action
Range/Area
25 ft.
Components
V, S, M
Duration
Concentration 5 Rounds
School
Evocation
Attack/Save
None
Damage/Effect

You begin channeling untapped magic from deep within in its rawest form. Random forces of magic flow out from your hands in a slowly reaching out cone. The damage and range build up over time. 

You cannot willing end this spell, melee Attacks have advantage against you, your dexterity bonus doesn’t apply to ac against ranged attacks, you have disadvantage on dexterity saving throws, and you cannot move, react, or use your bonus action after casting and while concentrating.

Turn 1: 5 foot cone 3d10 roll a d6 to determine damage type and effect

turn 2: 10 foot cone 4d10 roll a d6 to determine damage type and effect

turn 3: 15 foot cone 5d10 roll a d6 to determine damage type and effect

turn 4: 20 foot cone 6d10 roll a d6 to determine damage type and effect

turn 5: 25 foot cone 7d10 roll a d6 to determine damage type and effect

subtract a d10 for every 5 feet row the target is from the beginning of the Spiral.

random damage type:

1:radiant damage: angelic cavileers fan out from the casters hands, striking  targets within the area, they must make a wisdom saving throw, on success they take half damage, on failure they take full damage and are blinded for 1d4 turns. This effect adds an additional 1d4 per level of the spell cast above the second.

2: necrotic damage: shadowy hands Spiral out from the source of the spell draining life and holding the targets in place, they must make a constitution  saving throw, on success they take half damage, on failure they take full damage and are paralyzed for 1d4 turns. This effect adds an additional 1d4 per level of the spell cast above the second.

3: bludgeoning damage: swirling winds bring rocks and other objects in the area to rain down on the targets, they must make a dexterity saving throw, on success they take half damage, on failure they take full damage and fall prone. The damage is increased by an additional 1d10 per level cast above second.

4: force damage: a transparent wave of energy bursts out pushing targets away from the caster, they must make a strength saving throw, on success they take half damage, on failure they take full damage and are pushed back 1d4 x 5 feet. This effect is increased by 1d4 per level cast above the second.

5: psychic damage: Purple circles of psychic energy permeate from the mind of the caster, Targets must make a intelligence saving throw, on success they take half damage, on failure they take full damage and their intelligence and charisma scores become 1 for 1d4 turns. This effect adds an additional 1d4 per level of the spell cast above the second.

6: Piercing damage: Cherubs burst from the caster’s eyes and launch a volley of arrows towards the targets, targets within must make a charisma saving throw, on success they take half damage, on failure they take full damage and for the next 1d4 turns have disadvantage on attacks canceling any advantage gained from this spell.  This effect adds an additional 1d4 per level of the spell cast above the second.

Available For: Sorcerer (Legacy) Warlock (Legacy) Bard (Legacy) - College of Whispers

Rhettribution