This spell is modified depending on the choices below refer the choice when selecting targets and duration.
When you cast this spell choose one of the following:
Thunderbolt. One target within 150 feet is struck with lightning from the roiling sky above. That target must make a Dexterity saving throw or take 10d10 lightning damage, halving the damage on a success.
At higher levels the damage is increased by 1d10 for each spell level above 5th level.
Meteor. One target within 60 feet has a Meteor called down upon them. They must make a Dexterity saving throw or take 6d8 bludgeoning damage and 6d8 fire damage, halving the damage on a success.
At higher levels the damage is increased by 1d6 bludgeoning plus 1d6 fire for each spell level above 5th level.
At higher levels you gain additional options:
Cherybdis. (6th level) You conjures a whirlwind of air and debris (a 20 foot wide, 100 foot tall cylinder) in a location within 60 feet of it. This effect lingers on the field for 1 minute (concentration) or until the you are more than 100 ft from it. Any creature within the area of the initial conjuring, moves into, or that begins it's turn within the whirlwind must make a Strength saving throw or be sucked to the middle of the vortex, taking 6d6 force damage and gain the Restrained condition. On a success the damages is halved and the Restrained condition is avoided.
If a creature is caught within the Cherybdis vortex, at the beginning of it's turn it may attempt to escape the vortex by rolling a Strength saving throw to break free. Doing so does not require an action, but may only be attempted once per turn. Failure results in the creature taking 6d6 force damage as they remain trapped and Restrained.
At higher levels the damage damage is increased by 1d6 for each spell level above 6th level
Comet Impact. (6th level) You call a large sized comet to fall from the sky to land in a location of your choice within 60 feet of you. As it lands, any creature beneath it must make a Strength saving throw or take 45 (10d8) bludgeoning damage and be knocked Prone. A success halves the damage and avoids the Prone condition.
The comet is a large sized boulder that stays on the battlefield. Creatures may use it to take cover from AOE attacks.
At higher levels the damage damage is increased by 1d8 for each spell level above 6th level
Savage Spell: You can only learn this spell if you got hit by a Cherybdis, Thunderbolt, Meteor, and Comet Impact from a Behemoth within a minute
* - (Behemoth’s Horn Tips (worth 3000 gp))Previous Versions
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