Level
2nd
Casting Time
5 Minutes Ritual
Range/Area
Touch
Components
M *
Duration
Until Dispelled or Triggered
School
Transmutation
Attack/Save
None
Damage/Effect

You enchant a small crystal with large amounts of energy. You may choose what type of damage this spell will deal when released, and this choice will affect the color of the crystal after the ritual is completed.

Some damage types can do certain things when not being used. Some damage types will cause additional effects when discharged. All damage types do 4d6 of that damage type. All crystals made will have five charges, and do not use a spell slot. Every minute above five that energy is channeled into the crystal will add another charge. If the crystal is destroyed before all charges are used, it will explode, dealing 5d8 damage of whatever type was chosen.

Damage Type > Color:
Acid > Bright Yellow/Green
Bludgeoning > dull grey (will look like a normal rock except under close inspection)
Cold > White or Blue (you can choose which)
Fire > Red
Force > dull white
Lightning > bright yellow or blue (you can choose which)
Necrotic > Black or Blood Red (you can choose which)
Piercing > light grey (will look like a normal rock except under close inspection)
Poison > dark green or purple (you can choose which)
Psychic > bright purple
Radiant > bright white or orange (you can choose which)
Thunder > shifts between white and light grey (pattern ripples across surface, but doesn't change texture)

Damage Type > other effects when activated
Acid > target takes 2d4 acid damage on their next turn
Bludgeoning > none
Cold > target's speed is halved for three rounds
Fire > can be used to ignite torches or other flammable objects by touching them to the crystal (does not use a charge)
Force > none
Lightning > chance (>11 on 1D12) to paralyze enemy for 3 turns, or to arc to other enemies within 5 feet of the original target (deals 2d6 lightning damage to other targets) (>11 on 1D12)
Necrotic > does not affect undead enemies
Piercing > can pierce through up to three enemies (only if they are standing in a straight row), only dealing 3d6 piercing damage to enemies after the first)
Poison > chance (>4 on 1D6) to poison target, dealing 2 poison damage each turn for 5 turns (or until healed by any healing spell)
Psychic > chance (>8 on 1D12) to Silence an enemy, preventing them from using magic for 3 turns.
Radiant > deals an extra 2D6 radiant damage to undead enemies
Thunder > chance (>3 on 1D4) to deafen target. Chance (>17 on 1D20) to deafen all beings within 15 ft of the crystal.

Passive effects:
Radiant and Fire Crystals: cast bright light for 15 ft and dim light for another 10 ft

* - (Any Crystal weighing at least 6 ounces)

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

AriaAmory

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