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
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7/29/2020 10:37:41 PM
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Coming Soon
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