Comet Azur (5e Spell)

From D&D Wiki

Jump to: navigation, search
Comet Azur
9th-level Evocation
Casting time: 1 action
Range: 5ft by 100ft line in front of caster
Components: S, V
Duration: Concentration up to 1 minute

A bright blue comet of devastating power is unleashed from the caster’s arcane focus. As it soars forward, it is encompassed by a trail of damage similar in looks to the starry expanse. The caster thrusts forward their arcane focus to cast this tremendous sorcery and may hold it with concentration up to a minute. At the start of the spell, make a ranged spell attack on all creatures inside the line of range, the initial impact of the comet deals 8d10 piercing damage and all creatures hit by it (if they are not hit, they are moved to the nearest unoccupied space) must make a dexterity or strength saving throw. On a failed save, the target becomes incapacitated in the rushing torrent of the spell. On a successful save, it dodges, avoiding incapacitation while still taking the initial damage, it is moved to the nearest unoccupied space outside of the line of range. When a creature becomes incapacitated inside the spell, it may, on the start of each of its turns, make a strength saving throw to escape. On a failed save, it takes 1d6 damage and remains incapacitated inside the spell, on a successful save, it is no longer incapacitated and is moved to the nearest unoccupied space, thus escaping. If a creature enters the spell’s lingering torrent of glintstone stars for the first time, it takes 2d10 damage and must make the same saving throw to avoid incapacitation. If a creature ends its turn inside the torrent of the spell, it takes 1d10 damage.

0.00
(0 votes)

Back to Main Page5e HomebrewSpellsSorcerer

Home of user-generated,
homebrew pages!


Advertisements: