Level
6th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
10 Minutes
School
Enchantment
Attack/Save
DEX Save
Damage/Effect
Control (...)

Until the spell ends, You are able to attack with dunamantic energy that embraces chaos and probability. On each of your actions, choose a point within a range of up to 60 feet. Each creature in a five foot radius of that point must make a saving throw or take 2d10 damage, and only taking half on a success. You roll a d20 to calculate what sort of saving throw that must be made, and then a d12 to calulate what type of damage is to be dealt:

(d20) - Saving Throw Type
1 - You choose from one of the six saving throws available.
2-4 - The saving throw is a Strength Saving Throw
5-7 - The saving throw is a Dexterity Saving Throw
8-10 - The saving throw is a Constitution Saving Throw
11-13 - The saving throw is a Intelligence Saving Throw
14-16 - The saving throw is a Wisdom Saving Throw
17-19 - The saving throw is a Charisma Saving Throw
20 - You choose from one of the six saving throws available.

(d12) - Damage Type
1 - Fire
2 - Cold
3 - Lightning
4 - Thunder
5 - Acid
6 - Poison
7 - Necrotic
8 - Radiant
9 - Psychic
10 - Bludgeoning
11 - Piercing
12 - Slashing

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you may do the action an additional time for each slot level above 6th.

* - (A set of adamantine dice with mithril embroidery worth at least 500 GP)

Previous Versions

Name Date Modified Views Adds Version Actions
5/23/2021 2:59:13 PM
10
0
1
Coming Soon

Spell Tags: Control Movement Warding

Available For: Bard (Legacy) Wizard (Legacy) - Chronurgy Magic Wizard (Legacy) - Graviturgy Magic

Lo_Rezzie_No

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