Level
5th
Casting Time
1 Bonus Action
Range/Area
Self
Components
V, S, M
Duration
Concentration
1 Minute
School
Conjuration
Attack/Save
Ranged
Damage/Effect
Damage
You form an ethereal firearm of magical energy taking a form of your choice.
As a Magic action, you can make a ranged spell attack with the magical firearm. On a hit, the target takes Psychic damage equal to 2d8 plus your spellcasting ability modifier and you roll a d10. Depending on the result, an additional effect follows the magical attack according to the following:
- Charming Shot: The targeted creature must succeed a Wisdom saving throw or be charmed by you for 1 hour, or until the creature is harmed by you.
- Paralyzing Shot: The targeted creature must succeed a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Frightening Shot: The targeted creature must succeed on a Wisdom saving throw or be frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success.
- Slowing Shot: The targeted creature must succeed a Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Enervating Shot: The targeted creature must succeed a Constitution saving throw, taking 36 (8d8) Necrotic damage on a failed save, or half as much damage on a successful one.
- Telekinetic Shot: If the target is a creature, it must succeed a Strength saving throw or you move it up to 30 feet in any direction. It is restrained by the shot's telekinetic grip until the start of your next turn or until you are incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. You can also exert fine control on objects with this shot, such as manipulating a simple tool or opening a door or a container.
- Sleep Shot: The targeted creature must make a Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This shot has no effect on constructs or undead.
- Petrifying Shot: The targeted creature must make a Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
- Disintegrating Shot: If the target is a creature, it must succeed on a Dexterity saving throw or take 45 (10d8) Force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without the saving throw. If the target is a Huge or larger object or creation of magical force, this shot disintegrates a 10-foot cube of it.
- Killing Shot: The targeted creature must succeed on a Dexterity saving throw or take 55 (10d10) Necrotic damage. The target dies if the shot reduces it to 0 hit points.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 6th level or higher, you fire an additional round for each slot level above 5th.
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