Level
5th
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S
Duration
1 Round
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Combat (...)

Targetting a a point you can see, you conjure an anvil 500 feet above the target point. At the start of your next turn, the anvil hits the ground; creatures within 5 feet of the target point must make a Dexterity Saving Throw. On a success, they move to the closest unoccupied space outside of a 5 foot radius of the target.  If no space is available or they cannot move, they automatically fail. On a failure, the target takes 10d10 + 10 bludgeoning damage.  Creatures within 20 feet of the target point take 4d4 thunder damage.  

If the path of the anvil (directly above the target point) is interrupted, the creature or object above is hit first. If the creature or object is hit or destroyed, the anvil continues, though the damage dealt is subtracted from the final impact damage of the anvil.  

If the anvil deals less than 80 damage, the anvil survives the impact. The anvil is of moderate quality.  

At Higher Levels:  
When cast with a 9th level spell slot, the range of the spell becomes 120 miles, though you must still be able to see the target (such as via scrying).  

courtesy of /u/KibblesTasty on Patreon

Spell Tags: Damage Combat

Available For: Wizard (Legacy)

Al_Khaarj

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