Dead Man's Volley (5e Spell)

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Dead Man's Volley
2nd-level evocation
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: Until a creature takes damage from it, up to 1 minute
716px-OoT_Ganondorf_Dead_Man%27s_Volley.png
Redirecting the attack back to its levitating creator. Source

You manifest and hurl a ball of electric energy at a creature or object you can see within range. The target must succeed on a Dexterity saving throw or take 4d12 lightning damage. If you can communicate with the target, you can grant it advantage on this saving throw.

If the target succeeds on its saving throw, it not only takes no damage, but it can gain control of the spell if it so chooses. After the target has gained control of the spell, then at the start of the target's turn, if it is able to take actions it can choose a new target for the spell. The new target must be a creature or object within 60 feet of it that it can see, or be the last creature that directed the spell (even if can't see that creature or it is beyond 60 feet). The new target is affected as if you targeted it. (The new target must make a Dexterity saving throw, redirecting the spell again on a success, or taking damage on a failure.)

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, its damage increases by 1d12 for every slot level above 2nd.



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