Level
2nd
Casting Time
1 Action
Range/Area
60 ft. (5 ft. )
Components
V, S, M *
Duration
Until Dispelled or Triggered
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Combat (...)

As an action, you can conjure a stick of dynamite in your hand that will last for 8 hours before vanishing. When you do this, you can throw it at any point within 60 ft, and when you do so the fuse is lit. You can control the fuse of all conjured dynamite as a reaction and delay it up to 1 minute (10 rounds), afterwards, it will immediately explode. Each creature within a 5-foot sphere of that point must make a Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

Anyone can throw the dynamite you conjure but only you can control the fuse length.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of dynamite increases by one for each level. All dynamite summoned this way can be thrown immediately, at different locations, but with only one fuse length.

 

* - (a pinch of gunpowder)

Previous Versions

Name Date Modified Views Adds Version Actions
6/6/2024 3:46:10 AM
3
1
2
Coming Soon

Spell Tags: Summoning Damage Utility Combat

Available For: Ranger (Legacy) Wizard (Legacy) - School of Conjuration (Legacy)

FloopalDoopal

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