![]() The spell ends if you use your action to do anything other than make melee attacks upon the target or you use your bonus action to do anything but add the lightning damage to your attacks. On each of your turns for the duration, when you hit the target with a melee weapon attack you can use your bonus action to add 1d8 lightning damage for one attack that round, you may choose which attack to use it upon. If the attack scores a hit, the target takes weapon damage + 1d8 Lightning damage and is grappled. On a miss the spell has been expended and the magic leaves the weapon. When you cast the spell you make a melee spell attack against that creature. The chains then surge with power when the ensorcelled weapon strikes the creature again. When the target is hit the chains extend from the weapon and wrap around the target like living constrictors, driving themselves into the ground holding the target and preventing movement. You trace the ancient celestial rune for imprisonment upon your weapon which cause chains of lightning to surround the weapon and your arm. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target must succeed a Wisdom saving throw or become frightened of you until the spell ends. This causes an awakened sense of mortality in all creatures within the spells range. Therefore, she crated this spell which allows the caster to channel the necromancer’s aura for a fleeting moment. ![]() She had found a way to give nearby onlookers a true sense of her necromantic power, while she could do this with but a look her students were unable to accomplish this task. The necromancer Winaflick was so knowledgeable about the minutiae of Arcana that her very aura was enough to frighten those around her. Duration: Concentration, up to 1 minute.Weapon must have thrown tag.Īt Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell will hit one more target within range, must be a separate target The force covered weapon deals weapon die damage + 1d6 + 1 force damage to its target (cannot add bonuses for dex, sharpshooter, Sneak attack, Smite, or any other magical item/effect that would increase damage other than magic inherit in the weapon thrown dagger +1 confers a +1 damage). You then point at a target within range the weapon shoots out unerringly striking the target then returning to your hand. You trace the rune for seek upon your weapon coating it with a sleeve of magical force. It is said that he found ancient magics in his explorations of the Feywild expanding his understanding of ancient elven spell craft and through extensive training and decades of practice, he created a merging of magic and weapon. The elven ranger Oryx was said to be able to track a single snowflake in a blizzard and to be a bowman of exceptional skill, but where he really shone was his imaginative and nearly sniper like use of thrown weapons. ![]() Class: Eldritch Knight, Hexblade Warlock.On a successful save, take half damage.Īt Higher Levels: When you cast with a spell slot 2nd level or higher, the damage increases by 1d6 fire for each slot above 1st. These elemental salamanders then explode out, each creature within the 15 foot cone must make a Dexterity saving throw or take 2d6 magical piercing damage and 1d6 fire or cold damage, depending on the element you choose. You draw the rune for fire or ice upon your weapon, momentarily encasing it in a wreath of flames or ice that take on the appearance of salamanders. Class: Wizard, Fiend Warlock, Hexblade Warlock. ![]() Revised Gish Spells 1st level Fangs of the Salamander
0 Comments
Leave a Reply. |