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).

Spell Tags: Control Debuff Utility Combat

Available For: Ranger Fighter - Eldritch Knight Rogue - Arcane Trickster

SirSmitty35

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