Level
1st
Casting Time
1 Action
Range/Area
Self (120 ft. *)
Components
V, S, M
Duration
1 Round
School
Conjuration
Attack/Save
STR Save
Damage/Effect
Bludgeoning

You summon a scary stampede of spooky striding spirits, which can take any form you choose (an army of charging undead, a pack of rampaging beasts, a single couatl with a massively long body, etc).

When you cast the spell, the spirits continually charge down a 15 foot wide and 120 foot long line emanating from your space, vanishing at the end. This stream continues until the start of your next turn. A creature that starts their turn in the line must use their movement to move with the spirits, or succeed on a Strength saving throw. On a failed save, they take 2d8 bludgeoning damage and are knocked prone as they are trampled by the spirits.

If an affected creature chooses to move with the spirits, they must begin their turn by using as much of their movement speed as possible to move in a straight line in the same direction the spirits are moving, until they either expend all of their movement or are no longer in a space with the spirits. The creature may then take the rest of their turn as normal. If a creature with a movement speed of 0 starts their turn in the line of spirits, they must make the Strength save and cannot choose to move with the spirits.

Using a Higher-Level Spell Slot. The damage of the trample increases by 1d8 for each spell slot level above 1.

Spell Tags: Summoning Damage Control Movement Combat

Available For: Cleric (Legacy) Druid (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Cleric Druid Sorcerer Warlock Wizard

IggyStoneman

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