Magic enchants your voice, allowing you to command the very forces of nature and reality. You speak a short order (1-2 words) to a number of creatures equal to your charisma modifier whom can hear you within range. The target(s) must succeed on a Wisdom saving throw or suffer from one of the following variations of this spell:
Pure: The creature(s) takes 6d6 damage of a chosen type, indicated by your command (Ex: "Burn", "Freeze", "Rot", "Crush", etc.).
Tempered: The creature suffers two of the following effects:
- Move (1d4 + 1) x 5 feet in a direction you choose indicated by your command (Ex: "Fall", "Explode", "Blow away", etc.)
- Suffer a status confusion indicated by your command (Ex: "Corrode", "Wilt", "Weep", "Enthrall"). This command my not inflict the Stunned, Paralyzed, Petrified, Incapacitated, or Unconscious conditions.
- Take 3d6 damage of a chosen type indicated by your command.
On a successful save, the target takes half damage if they would take damage and suffers no other effects.
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
This spell is for monsters, not sure how balanced it is for players.
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