Level
2nd
Casting Time
1 Action
Range/Area
60 ft.
Components
S, M *
Duration
1 Minute
School
Conjuration
Attack/Save
None
Damage/Effect

A spilt box of the jacks of your choosing magically appears on the ground in a radius of 5-10 feet. Any creature that enters this area must make a Dex saving throw and an additional roll for each 5ft of movement. On a failed save, the creature falls prone and takes 1d4 (bludgeoning) & 1d4 (piercing) damage. Select the type of jacks to conjure:

Camo Jacks: The magical Jacks are hidden requiring a Perception check (equal to Save DC) to spot the spilt children’s toys. Camo Jacks are smaller than regular Jacks and only cover a radius of 5ft.

Pointy Jacks: Like stepping on a lego made of daggers. Creatures that fail save but more than 10 have a Jack stuck in their foot. Until removed, a creature takes 1d4 (piercing) for every 5ft of movement. Removing the jack requires an action.

Blunt Jacks: What can only be described as the fiendish offspring of the end of a trailer hitch and a starfish, these jacks are far denser. While the other jacks will break your skin, these will leave you with bone bruises. Falling on these jacks deals an extra 1d6 (bludgeoning) damage. Creatures that fail save but more than 10 have disadvantage on dex saving throws for 1 minute.

Jacks can be picked up and used as thrown weapon. Jacks function the same as darts. Jacks can be used as the object used for the Catapult spell but Catapult flings 2 jacks (that deal the damage listed in the Box of Jacks spell). They must be hurled at a single target. Using jacks for Catapult gives advantage on all Dex throws for those that enter area of effect. Doing this again reduces the area of affect by 5ft. The spell ends early when the area of effect is reduced to 0.

Casting spell at higher level alternatively increases radius of Jacks by 5ft then an additional 1d4 to both the bludgeoning and piercing damage.

 

* - (One small metal jack )

Available For: Wizard (Legacy)

Hector_the_Well_Endowed_17

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