Breachstorm Convergence

Level 5 Evocation (Sorcerer, Warlock, Wizard)
  Casting Time: 1 Action
Range: 120 feet (20-foot-radius Sphere)
Components: V, S, M (Rift Stone(s) worth at least 50 gp)
Duration: Concentration, up to 1 minute

  You tear open a knot of unstable Rift pressure as a crackling storm of necrotic-green arcs and warped gravity that chews at anything within it. A 20-foot-radius Sphere of distorted space and lashing Rim Arcs appears centered on a point you can see within range and lasts for the duration. The Sphere is Difficult Terrain and sheds Dim Light in a 40-foot radius.
  When you cast this spell, you can designate creatures to be unaffected by it, except for the above effects. Any other creature that enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 4d4 Force damage and 4d4 Necrotic damage and has the Dazed condition until the start of its next turn. On a successful save, the creature takes half as much damage and is not Dazed.
  On each of your turns, you can use a Bonus Action to move the Breachstorm up to 20 feet in any direction. The Sphere can move through creatures but not through solid barriers.
  Using a Higher-Level Spell Slot. The Force and Necrotic damage both increase by 1d4 for each spell slot above level 5.

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