You unleash a chaotic dance of magical energy, channeling the undead spirits into madness and destruction. The spell has four distinct dances, each growing in intensity. Upon casting, you immediately enter the Dance of Ruin. At the beginning of each of your turns, roll a d4 to determine the current new dance. The dances are as follows:
-
Dance of Ruin: Dark energies swirl around you, extending in a 30-foot radius. Each creature of your choice within this radius must make a Dexterity saving throw, taking 8d8 necrotic damage on a failed save or half as much on a successful one.
-
Dance of Despair: The dance intensifies, projecting an aura of despair. All creatures within 30 feet of you must make a Wisdom saving throw or be afflicted with the effects of the feeblemind spell for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
-
Dance of Madness: The dance reaches a crescendo, warping reality. Choose a point within 60 feet of you. A 40-foot radius sphere centered on that point becomes a zone of wild magic. Any creature that starts its turn in the area must roll on the Wild Magic Surge table (PHB p. 104). This effect lasts for 1 minute.
-
Dance of Annihilation: The ultimate phase of the dance. Dark energies coalesce around you, forming a vortex of destruction. Each creature within a 60-foot cone must make a Constitution saving throw, taking 12d10 force damage on a failed save, or half as much on a successful one. Structures and objects in the area also take damage.
While maintaining concentration, you can use your action to activate the current dance's effects. The spell ends if you lose concentration or choose to end it. Additionally, you can't cast spells, activate magic items, or perform other actions that require concentration or somatic components while Dancing Mad is in effect. When the spell ends, the caster suffers two levels of exhaustion.
When you cast this spell using a spell slot of 9th level, the damage for each dance increases by 2d8 for Dance of Ruin, 2d10 for Dance of Annihilation, and the duration of the spell extends to 10 minutes. The player also suffers an additional level of exhaustion.
* The material component is consumed
* - (a crystal or gemstone worth at least 500G)
Comments