Inspired by the Larysa Medvyed, this spell can only be cast by the Baroness of Seriphel.
You call out to those who have sworn to join your nation, summoning forth their strength to empower your arrows. Roll 1d8 to determine who answers your call.
1: Mitflits: You channel the mischief of the mitflits to discombobulate your opponent. Make an attack with the weapon used in the spell's casting. On a hit, the target takes the attack's normal effects and must make a Wisdom saving throw. On a failure, the target is blinded and deafened until the end of your next turn, as sand has been thrown in their eyes and an annoying song resonates in their ears. If the target tries to move on their next turn, they immediately fall prone and must stop moving, as their shoelaces have been tied together.
2: Kobolds: You channel the ferocity of the Sootscale Kobolds into a roaring arrow. Choose a point within 60-feet of you. Each creature within a 20-foot-radius sphere centered on that point makes a Wisdom saving throw, taking 3d8 thunder damage and becoming frightened of you until the end of your next turn on a failure, or half as much damage only on a success.
3: Goblins: You channel Greengripe's goblins to overload your arrow with unstable explosive power. Chose a point within 30-feet of you. Each creature within a 30-foot-radius sphere centered on that point makes a Dexterity saving throw, taking 8d6 fire damage on a failure or half as much on a success. Allies automatically succeed this save.
4: Centaurs: You channel the Nomen centaurs' mastery of archery to unleash a flurry of arrows. Make an attack with the weapon used in the spell's casting against up to 5 different creatures. On a hit, the targets take the attack's normal effects.
5: Clerics: You channel the divine power of Seriphel's clergy to fire a holy arrow. Choose a creature within 60 feet of you. If living, the target regains 8d8 hit points. If undead, the target must make a Dexterity saving throw, taking 8d8 radiant damage on a failure, or half as much damage on a success.
6: Cyclops: You channel the strength of the cyclopes to give your shot some extra punch. Make an attack with the weapon used in the spell's casting, On a hit, the target takes the attack's normal effects and must make a Strength saving throw. On a failure, the target takes an additional 3d8 bludgeoning damage, is knocked back 20 feet, and has the Prone condition.
7: Nature: You channel the otherworldly power of the mystical beings living in your forests. Choose a creature within 60 feet of you. They teleport up to 30 feet to a point you choose on the ground. An unwilling creature can resist being moved with a successful Constitution saving throw. If the creature is teleported to within 5 feet of one of your allies, they can use a reaction to make one weapon attack against the creature.
8: Seriphel United: All of Seriphel stands ready to answer your call. You choose which one of effects 1-7 you want to use.
At higher levels: When cast with a level 5+ spell slot, you can roll 2d8 instead and choose which dice to use.
* - (A ranged weapon worth at least 1 SP)
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