Sapphire Hail (5e Spell)

From D&D Wiki

Jump to: navigation, search
Sapphire Hail
2nd-level evocation
Casting time: 1 action
Range: Self (60-foot cone)
Components: V, S, M (a sapphire worth at least 100 gp)
Duration: 1 round

Rain down bolts of sapphire energy, devastating your enemies. As past of casting this spell, you toss the sapphire into the air. The sapphire shoots into the sky and rains down blue bolts of energy everywhere within range.

All creatures other than you within range must make a Dexterity saving throw, taking 4d6 radiant damage on a failed save, or half as much on a success. A target is immune to this spell's damage if it is able to negate the damage of magic missile, such as by casting shield. This spell inflicts no damage to a creature benefiting from mage armor.

The sapphire hangs in the air until the beginning of your next turn, at which point it falls harmlessly to the ground.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 per additional spell level.


Back to Main Page5e HomebrewSpellsDruid
Back to Main Page5e HomebrewSpellsWizard

Home of user-generated,
homebrew pages!