Level
6th
Casting Time
1 Action
Range/Area
90 ft.
Components
V, S, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect

Spires of coral erupt from four points you choose within range, delivering a devastating effect unique to the spire in a 10 foot cube. You choose which spires erupt where, and can repeat the use of any number of spires, but no spires may overlap and creatures can only be affected by a single spire.

 

Spire of Razor Coral – Creatures struck by the Spire of Razor Coral must succeed on a Dexterity Saving Throw, taking 6D10 Slashing Damage on a failure, or half as much on a success.

 

Spire of Fire Coral – Creatures struck by the Spire of Fire Coral must succeed on a Dexterity Saving Throw, taking 5D12 Fire Damage on a failure, or half as much on a success.

 

Spire of Viscous Coral – Creature struck by the Spire of Viscous Coral must succeed on a Dexterity Saving Throw, taking 12D4 Acid Damage on a failure and having their speed halved till the end of their next turn. On a success, the creature takes half as much damage and has no penalty to their speed from this spell.

 

Spire of Enervating Coral – Creatures struck by the Spire of Enervating Coral must succeed on a Constitution Saving Throw, taking 5D10 Necrotic Damage and gaining a level of exhaustion. On a success, the creature takes half as much damage and recieves no levels of exhaustion from this spell.

 

Spire of Toxic Coral – Creatures struck by the Spire of Toxic Coral must succeed on a Constitution Saving Throw, taking 8D6 Poison Damage and becoming poisoned on a failure. On a success, the creature takes half as much damage and isn't poisoned by this spell.

 

* - (A tiny bottle of sand and salt water.)

Previous Versions

Name Date Modified Views Adds Version Actions
7/29/2020 10:37:41 PM
1
0
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Coming Soon

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

Winkers

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