Water erupts from your hands as if fired from a pressurized cannon. This blast of water is 15 feet wide and 60 feet long, and deals 10d6+15 force damage. Creatures caught in this spell must make a DEX Save vs your Spellsave DC. Upon a success, they are pushed to the nearest unoccupied space outside of the spell, taking half damage. On a failure, they are pushed to the absolute maximum range of the spell and knocked prone. If a creature hits an obstacle in this way they take 1d6 bludgeoning damage for every 5ft of movement, and continue being pushed by the pressurized water if possible. This spell deals double damage to non-magical structures, blasting a perfectly circular 15ft wide whole through 2 feet of wood, 1 foot of stone, and 3 inches of steel.
The tole of casting this spell on the caster can be great. After casting the spell, roll a CON save vs your Spellsave DC. Upon a failure, your hands pulse with so much pain that they shake uncontrollably. You take 4d6 force damage, and casting spells that require Somatic components becomes impossible for 5 minutes. This does not affect your ability to wield a weapon. Should you roll a critical fail on this save, you take double damage, become unable to cast spells that require Somatic components for 24 hours, and roll disadvantage on all weapon attack rolls for the same duration. Upon a successful save, you take half damage and suffer no penalty.
Casting this spell as a ritual for 10 minutes causes the spell to build up in your hands, causing them to glow with a faint blue aura. This holds the spell for the next hour, during which you can cast it once without the need to roll a CON save.
* - (A sapphire stone worth at least 500gp)Previous Versions
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5/28/2019 7:12:57 PM
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11/18/2020 5:31:30 PM
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