Level
Cantrip
Casting Time
1 Action
Range/Area
Self (5 ft. )
Components
S, M *
Duration
1 Round
School
Evocation
Attack/Save
Melee
Damage/Effect
All

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes covered in prismatic light. Roll a d10 to determine the damage and a d10 to determine the effects.

This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 damage to the target on a hit at 5th level, damage rolls increase by 1d8 at 11th level (2d8) and again at 17th level (3d8).

1. Fire - On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. 

2. Cold - Until the start of your next turn, the target loses 10 feet of movement speed.

3. Lightning -  If there is another target within 10, they take 5 lightning damage.  This can chain a number of times equal to your proficiency modifier.

4. Thunder -  If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

5. Force - If the target makes an attack that doesn't include you before the start of your next turn, it takes 1d8 force damage.

6. Psychic - Target subtracts 1d3 from it's next saving throw until the start of your next turn.

7. Radiant - Until the start of your next turn, any further attacks you make against this enemy have advantage.

8. Necrotic - The target cannot regain hit points this turn.

9. Poison - If the target uses the dash action or moves more than 30 feet, they must make a DC 12 CON save.  If failed, they fall prone.

10. Roll twice and use both results.

* - (a melee weapon worth at least 1 sp)

Spell Tags: Damage Control Combat

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Kazanyr

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