Dead Man's Volley (5e Spell)

5e Summary::You manifest and hurl a ball of electric energy at a creature or object you can see within range. The target must make a Dexterity saving throw, taking 4d12 lightning damage on a failure. If you can communicate with the target, you may grant it advantage on this saving throw.

Campaign Setting: Hyrule
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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
Redirecting the attack back to its creator.
Source

If the target succeeds on its save, the spell is deflected by the target rather than dealing damage. The target may use an action to redirect the projectile at a new target of its choice out to a range of 60 feet. If the target chooses not to use this projectile on its turn, it defuses and the spell ends. The new target must make the same Dexterity saving throw, with the same consequences for failure or success.

This spell's redirection effect can be triggered an indefinite number of times until the duration expires.

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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