(This is a version of a Matt Mercer spell from season 2 of critical role that was never released)
A tiny dull gray sphere streaks from your pointing finger to a point you choose within range and then expends exponentially with a loud cracking pulse into an explosion of force energy, then contracts violently back into the point it originated. Each creature in a 20-foot-radius sphere centered on that point must make a Strength saving throw. A target takes 6d8 force damage damage on a failed save and is pulled as close toward the center of the explosion as possible, or half as much damage on a successful one and is not pulled.
Objects in the area that are loosely placed on the ground, that aren't being worn or carried or not affixed to a surface with the radius are also pulled into the center.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
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