You conjure a turret in the form of a cloudy crystal ball centered on a point that you can see within range. The turret hovers in place for the duration. When you cast this spell, chose a damage type between acid, cold, fire, force, lightning, or necrotic. Additionally when you cast this spell, designated any number of creatures you can see to not be targeted by the turret. On initiative count 20, the turret attacks any creature within 60 feet of it aside from those designated to not attack. The dm makes attack roles for every creature in range of the turret, rolling 3d6 damage of the chosen type. The turret has 45 hit points and AC of 15. When the turrets hit points drop to 0, or the spell ends, the turret crumbles to dust. It can be moved up to 10 feet by making a successful strength check against your spell save DC. You also must make this strength check if you attempt to move it.
Level
4th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
Concentration
1 Minute
School
Conjuration
Attack/Save
Ranged
Damage/Effect
Comments