Level
1st
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S
Duration
Instantaneous 1 Hour
School
Divination
Attack/Save
INT Save
Damage/Effect
Combat (...)

You create three twisting darts of magical force. Each dart can target a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, the missile does 3d6 force damage.

If the attack roll scores a critical, the missile does 6d8 force damage instead of the 6d6 force that you would normally get on a critical. If any of the attack roll is a natural one, all missiles turn around and hit the caster for 1 force damage per missile. Due to the sheer force of the attack, creatures hit by the missile must make a intelligence saving throw (DC 15) and are knocked prone on a failed save.

A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. The creature has disadvantage on attack rolls. An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. Standing up consumes half of the creatures movement for that turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Spell Tags: Damage Control Combat

Available For: Wizard (Legacy)

royal_assaf

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