Level
5th
Casting Time
1 Action
Range/Area
300 ft. ()
Components
V, S, M *
Duration
1 Minute
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Fire (...)

You channel the winds of magic to summon a comet from the heavens to slam onto the battlefield.

Choose a point you can see within range. At the start of each of your turns, roll a d6 - on a roll of 1-3, nothing happens. On a roll of 4 or higher, a 5 ft. radius comet materializes above the point you choose, and immediately descends. The comet passes through any Large or smaller creatures and objects, exploding in a 30 ft. radius sphere when it hits a solid surface or a Huge or larger creature. The explosion's effects spread around corners.

Each creature or object the comet comes in contact with, as well as those within the explosion's area, must make a Dexterity saving throw, taking the comet's full damage on a failure, or half as much damage on a success. The comet's base damage is 5d8 fire damage plus 5d8 bludgeoning damage. Each time you roll to see if the comet appears, and it doesn't, the fire and bludgeoning damage it deals each increase by 1d8. The spell ends after the comet lands, or you die.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, both the base fire and bludgeoning damage increase by 1d8 per level of spell slot above 5th.

* - (A piece of iron or nickel ore)

Spell Tags: Damage Combat

Available For: Sorcerer (Legacy) Wizard (Legacy)

Solar_Bun_Bun

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