Level
4th
Casting Time
1 Action
Range/Area
120 ft. (10 ft. *)
Components
V, S, M *
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Piercing

You call forth the spirits of the mighty sharknado down to a point that you can see on the ground or in water within range. The sharknado is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the sharknado up to 25 feet in any direction along the ground, this speed is doubled if the sharknado is in water. 

A creature must make a Dexterity saving throw the first time on a turn that it enters the sharknado or that the sharknado enters its space, including when the sharknado first appears. A creature takes 5d10 piercing damage on a failed save, or half as much damage on a successful one. The sharknado's area of effect is difficult terrain, when a creature starts its turn in the sharknado, the creature is pulled 5 feet towards the center.

* - (a giant shark tooth worth 50 gp)

Spell Tags: Damage Control

Available For: Bard (Legacy) Sorcerer (Legacy) - Wild Magic (Legacy) Wizard (Legacy) - School of Conjuration (Legacy)

Sloththeholy

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