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About Namfoodle Ningel BoomspellNamfoodle Ningle Boomspell
Special Abilities: --------------------
Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Gnome Cunning You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Artificer's Lore Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Tinker You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three devices active at a time. When you create a device, choose one of the following options: Clockwork Toy This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placing on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. Fire Starter The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. Music Box When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed. War Caster You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you lake damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Evocation Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. Script Spells Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1+the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. Potent Cantrip Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip. Empowered Evocation Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast. Spells -------------------- Acid Splash: Conjuration cantrip
Casting Time 1 action Range 60 feet Components Verbal and Somatic Duration Instantaneous You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other.A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Bigby's Hand: 5th-level evocation
Casting Time 1 action Range 120 feet Components Verbal, Somatic, Material (an eggshell and a snakeskin glove) Duration Concentration, up to 1 minute You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it. Clenched Fist The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage. Forceful Hand The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. Grasping Hand The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target. At Higher Levels When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th. Burning Hands: 1st-level evocation
Casting Time 1 action Range Self (15-foot cone) Components Verbal, Somatic Duration Instantaneous As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-fool cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Chromatic Orb: 1st-level evocation
Casting Time 1 action Range 90 feet Components Verbal, Somatic. Material (a diamond worth at least 50 gp) Duration Instantaneous You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Color Spray: 1st-level illusion
Casting Time 1 action Range Self (15-foot cone) Components Verbal, Somatic, Material (a pinch of powder or sand that is colored red, yellow, and blue) Duration 1 round A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. Cone Of Cold: 5th-level evocation
Casting Time 1 action Range Self (60-foot cone) Components Verbal, Somatic, Material (a small crystal or glass cone) Duration Instantaneous A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. At Higher Levels When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Conjure Elemental: 5th-level conjuration
Casting Time 1 minute Range 90 feet Components Verbal, Somatic, Material (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water) Duration Concentration, up to 1 hour You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental's statistics. At Higher Levels When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. Continual Flame: 2nd-level evocation
Casting Time 1 action Range Touch Components Verbal, Somatic, Material (ruby dust worth 50 gp, which the spell consumes) Duration Until dispelled A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, hut it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched. Darkness: 2nd-level evocation
Casting Time 1 action Range 60 feet Components Verbal, Material (bat fur and a drop of pitch or piece of coal) Duration Concentration, up to 10 minutes Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Fireball: 3rd-level evocation
Casting Time 1 action Range 150 feet Components Verbal, Somatic, Material (a tiny ball of bat guano and sulfur) Duration Instantaneous A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Fire Bolt: Evocation cantrip
Casting Time 1 action Range 120 feet Components Verbal, Somatic Duration Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Fire Shield: 4th-level evocation
Casting Time 1 action Range Self Components Verbal, Somatic, Material (a bit of phosphorus or a firefly) Duration 10 minutes Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10.foot radius and dim light for an additional 10 feel. You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield. Greater Invisibility: 4th-level illusion
Casting Time 1 action Range Touch Components Verbal, Somatic Duration Concentration, up to 1 minute You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. Gust Of Wind: 2nd-level evocation
Casting Time 1 action Range Self (60-foot line) Components Verbal, Somatic, Material (a legume seed) Duration Concentration, up to 1 minute A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. Ice Storm: 4th-level evocation
Casting Time 1 action Range 300 feet Components Verbal, Somatic, Material (a pinch of dust and a few drops of water) Duration Instantaneous A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. At Higher Levels When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by ld8 for each slot level above 4th. Lightning Bolt: 3rd-level evocation
Casting Time 1 action Range: Self (100-foot line) Components Verbal, Somatic, Material (a bit of fur and a rod of amber, crystal, or glass) Duration Instantaneous A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried. At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Mage Armor: 1st-level abjuration
Casting Time 1 action Range Touch Components Verbal, Somatic, Material (a piece of cured leather) Duration 8 hours You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spel1 ends. The target's base AC becomes 13 + its Dexterity modifier. The spel1ends if the target dons armor or if you dismiss the spell as an action. Magic Missile: 1st-level evocation
Casting Time 1 action Range 120 feet Components Verbal, Somatic Duration Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. Magic Weapon: 2nd-level transmutation
Casting Time 1 bonus action Range Touch Components Verbal, Somatic Duration Concentration, up to 1 hour You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. Melf’s Acid Arrow: 2nd-level evocation
Casting Time 1 action Range 90 feet Components Verbal, Somatic, Material (powdered rhubarb leaf and an adder's stomach) Duration Instantaneous A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. Otiluke’s Resilient Sphere: 4th-level evocation
Casting Time 1 action Range 30 feet Components Verbal, Somatic, Material (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic) Duration Concentration, up to 1 minute A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing-not physical objects, energy, or other spell effects-can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it. Poison Spray: Conjuration cantrip
Casting Time 1 action Range 10 feet Components Verbal, Somatic Duration Instantaneous You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell’s damage increases by 1d12 when you reach, 5th level (2d12), 11th level (3d12), and 17th level (4d12). Ray Of Frost: Evocation cantrip
Casting Time 1 action Range 60 feet Components Verbal, Somatic Duration Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes ld8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Remove Curse: 3rd-level abjuration
Casting Time 1 action Range Touch Components Verbal, Somatic Duration Instantaneous At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded. Scorching Ray: 2nd-level evocation
Casting Time 1 action Range 120 feet Components Verbal. Somatic Duration Instantaneous You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. Shatter: 2nd-level evocation
Casting Time 1 action Range 60 feet Components Verbal, Somatic, Material (a chip of mica) Duration Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the damage increases by ld8 for each slot level above 2nd. Shield: 1st-level abjuration
Casting Time 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range Self Components Verbal, Somatic Duration 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Shocking Grasp: Evocation cantrip
Casting Time 1 action Range Touch Components Verbal, Somatic Duration Instantaneous Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. The spell's damage increases by ld8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Tenser’s Floating Disk: 1st-level conjuration (ritual)
Casting Time 1 action Range 30 feet Components Verbal, Somatic, Material (a drop of mercury) Duration 1 hour This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an e1evation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends. Thunderwave: 1st-level evocation
Casting Time 1 action Range Self (15-foot cube) Components Verbal, Somatic Duration Instantaneous A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Wall Of Fire: 4th-level evocation
Casting Time 1 action Range 120 feet Components Verbal, Somatic, Material (a small piece of phosphorus) Duration Concentration, up to 1 minute You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Wall Of Force: 5th-level evocation
Casting Time 1 action Range 120 feet Components Verbal, Somatic, Material (a pinch of powder made by crushing a clear gemstone) Duration Concentration, up to 10 minutes An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. Wall Of Stone: 5th-level evocation
Casting Time 1 action Range 120 feet Components Verbal, Somatic, Material (a small block of granite) Duration Concentration, up to 10 minutes A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wa11 (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends. Witch Bolt:
1st-level evocation
Casting Time 1 action Range 30 feet Components Verbal, Somatic, Material (a twig from a tree that has been struck by lightning) Duration Concentration, up to 1 minute A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your tums for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you. At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st. |