Level
3rd
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
None
Damage/Effect
Damage

You unleash a length of energy in the shape of a serpent from your hand. You choose acid, cold, fire, lightning, poison, or thunder for the type of serpent you create.

 

The serpent leaves your hand as a 1-foot-diameter cylinder and begins to lengthen as it moves away from you, to a maximum of 20 feet. The first 5 feet of the length is called the head and the remaining length is called the body. You can move the serpent's head up to 60 feet in any direction as long as you can see the space the serpent's head is moving into, that space is within 120 feet of you, and is not already occupied by part of the serpent's body. The serpent's body follows the path of the head.

 

When you move your serpent, make a ranged spell attack against each creature whose space you move the head of the serpent through. If the attack hits, the creature takes 2d6 damage of the type chosen. Any creature that moves into or ends their turn in the space occupied by the serpent must make a Dexterity saving throw, taking 2d6 damage of the type chosen on a failed save.

 

 If you concentrate on this spell on subsequent turns you may use your Action to move the serpent up to its speed.

 

 If you chose fire as the type of serpent, any flammable objects that aren't being worn or carried that the wyrm touches ignites.

 

If you choose to use the optional material component of this spell, you can see through the eyes of the serpent using your vision, allowing you to move it out of your line of sight.

 

* - (optional: the eye of a serpent or serpent-like creature)

Spell Tags: Damage

Available For: Sorcerer (Legacy) Wizard (Legacy)

KenBabaganoosh

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