Level
1st
Casting Time
1 Action
Range/Area
120 ft.
(10 ft. *)
Components
V
Duration
Concentration
1 Minute
School
Evocation
Attack/Save
CON Save
Damage/Effect
Combat (...)
Disruptive Flight. As the arrow travels, it creates a 10-foot emanation along its path.
- Each creature the arrow passes within this area must make a Constitution saving throw (a creature is affected only once).
- On a failure, the creature has disadvantage on the next concentration check it makes before the end of its next turn.
- If the creature is already concentrating on a spell, it immediately makes a concentration check against your spell save DC.
Lingering Interference.
- After the arrow comes to rest, it emits a 10-foot-radius aura for the duration.
- Creatures in the aura have disadvantage on concentration checks.
- A creature that enters the aura for the first time on a turn or starts its turn there must succeed on a Constitution saving throw or suffer interference until the end of its turn:
- It has disadvantage on spell attack rolls, and Creatures have advantage on saving throws against the next spell it casts that turn.
Spellcasters: If the arrow hits a creature concentrating on a spell, that creature makes its concentration check with disadvantage, and the DC increases by 2.
Magical Traps: If the arrow embeds within 10 feet of a magical trap or glyph, the trap is suppressed for the duration or until the arrow is destroyed
Destruction. The arrow can be destroyed (AC 12, 1 hit point). Destroying it ends the spell.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 5 mins or 5+ (up to 10 mins).
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