You mold the weave around you into crackling ball of energy, and make a ranged spell attack on one target within range. This deals 3d4 arcane damage, and inflicts them with spell sickness*, on a failed Con save. They avoid the spell sickness*, on a successful save, vs your spell DC. If you roll a miss, of 5 or less, the target takes half damage, but suffers no spell sickness*.
(Spell Sickness: They roll with disadvantage on spell attacks, ability checks, and saving throws, until the end of their next turn, and you gain advantage to your saves vs their spells.)
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4, and "spell sickness" lasts an additional round for each slot level above 1st.
* - (A small crystal worth 15 gp)Previous Versions
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10/11/2026 5:04:28 AM
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