All creatures in rang must make a dexterity saving trow. On a failure they take 3D8 slashing wind damage. On a save they take half damage and no additional effects.
For each level above 1st ad an additional 1D8 slashing damage and an additional 10 ft range per level.
When cast at 3rd level or higher this causes creatures to be moved 15 ft in a random direction to the side of the beam on a failed save. The DM will roll a D4 to determine. 1=left, 2=right, 3=up causing them to make a DC 10 acrobatics/athletics save or take 1D4 bludgeoning damage, 4=with adding an additional 1D8 slashing damage.
When cast at 5th level or higher causes the creatures to be knocked prone on a failed save.
When cast at 7th level or higher causes the creatures to make a constitution check equal to your spell DC or be stunned on a failed save.
When cast at 9th level double the damage rolled.
* - (A blade of some kind)
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