Level
6th
Casting Time
1 Action
Range/Area
Self (60 ft. )
Components
V, S, M *
Duration
Concentration 2 Rounds
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Combat (...)

You shatter local reality and bring the four elemental planes together in a dimensional rift, which can heavily strain or even break your mind. When you cast this spell, make a DC 13 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. Taking at least 10 bludgeoning damage or a greater restoration spell cast on you ends this effect.

On a successful save, the air in a 60ft. sphere centered on yourself cracks like glass, glowing multiple colors. At the end of any creature's turn within this area, you can roll a d8 to determine the nature of effect that occurs. While this spell is active, you cannot cast another spell without losing concentration- and all of this spell's effects cease when it ends.

1 Whirlwind. Intense winds pick up and you can move up to 3 creatures 10ft. in any direction if they are huge or smaller. Small and Tiny creatures are knocked prone.
2 Aquatic Slow. A creature of your choice has a bubble of viscous water engulf their legs or wings. That creature's movement speed is reduced to 10ft. if it wasn't already.
3 Burial. A creature of your choice must make a Dexterity saving throw, getting engulfed by the earth and petrified until the end of their next turn on a failed save.
4 Flaming Blaze. A creature of your choice must make a Dexterity saving throw as they are engulfed in flames, taking 6d8 fire damage on a failed save or half as much on a successful one.
5 Wind Walker. You shift into wind and can move up to half your movement speed, not provoking opportunity attacks. 
6 Shiver Spray. A creature of your choice takes 5d4 cold damage as they are sprayed with water from all directions.
7 Earthly Bind. A target of your choice has their movement speed halved as they become as heavy as stone. They have disadvantage on Dexterity saving throws until this spell ends.
8 Flammable. A creature of your choice either loses their resistance or immunity to fire damage, or gains vulnerability to fire damage if they don't have resistance or immunity already.
* - (A small bottle of the caster's blood worth at least, attuned to one of the elemental planes of existence)

Spell Tags: Damage Movement Utility Combat

Available For: Sorcerer (Legacy)

__Sage__

Comments

Posts Quoted:
Reply
Clear All Quotes