Level
3rd
Casting Time
1 Bonus Action
Range/Area
Sight (5 ft.2)
Components
S
Duration
1 Round
School
Conjuration
Attack/Save
CON Save
Damage/Effect
Force

You cast a magical fuse to apear in front of you. The fuse takes 1 minute to explode and send bits of fire to spray outward and set things alight. Choose a target and the following effects will be:

 The fuse will disapear,  your target has to make a Con save of 18 or be fused. On fail, after one round, the target explodes, dying instantly. On success, the fuse disapears.

On fail, the fuse explodes in your face, dealing 1d8 fire damage and 2d4 force damage.

On critical fail, the fuse ignites you. Dealing 1d12 fire damage, 1d8 force damage and you have to do a Con save of 15 or be knocked unconscious.

On critical hit the fuse lights two more creatures in a 5 ft radius and causes the area to draw all attention to it.

If a creature is within 5 ft of the explosion it has to make a Dex save of 10 or takes 1d6 force damage.

If the creature is a large, Huge or Gargantuan, the following effects happen:

On fail, the spell completely backfires and knocks you down to 1 HP.

On critical fail, you die and your party takes 4d12 force damage and 2d10 fire damage.

On critical hit, these effects do not happen.

 

 

 

Spell Tags: Banishment

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

JimMcJameze