Level
1st
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
1 Round
School
Conjuration
Attack/Save
Melee
Damage/Effect
Piercing (...)

A hard crystalline spike encases your arm which lasts until the end of your next turn.

As a bonus action, you may expend all your remaining movement to run to an enemy and make a melee spell attack. On a hit, you deal 1d8 Piercing damage plus 1d8 for every 10 feet of movement done as part of this bonus action.

At Higher Levels. The initial Piercing damage is increased by 1d8 for every spell slot above 1st.

* - (A clear crystal such as white zircon.)

Spell Tags: Creation Damage Movement Combat

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

kurtborg1109

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