Leonardo's Amazing Card Trick (5e Spell)

This spell's effect depends on the amount of time it is channeled and it cannot be cast as a ready action. Channeling the spell counts as an action and, if the channel stops, the spell ends. On rounds 1-3, roll a d20. On a roll of 1-5, the red joker is fired along with the channeled cards. On a roll of 15-20, the black joker is fired along with the channeled cards. The jokers can only be thrown once per cast and are automatically thrown during round 4 if not thrown beforehand. The red joker deals 2d12 fire damage. The black joker deals 1d12 necrotic damage and poisons the target for 30 seconds. If a target fails a save in 2 consecutive rounds, they are pushed back 30ft and their movement speed is reduced to 0 due to being bombarded with energy. This lasts until they either make a successful save, they are no longer targeted by the spell or the channel ends.

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Leonardo's Amazing Card Trick
4th-level Abjuration
Casting time: 1 action
Range: 60ft
Components: S, M (an entire pack of cards which this spell consumes)
Duration: Concentration, up to 30 seconds

Round 1: You hold your left hand out in front of you with a deck of cards and, using your right hand, begin to infuse them with elements of energy and luck. As you channel this spell, you draw your right hand behind your head leaving a trail of glowing, suspended cards in the air which then float and surround your person. You gesture your right hand in front of you, bringing your left hand behind your head, and channel a stream of 13 cards at a target of your choosing. The target makes a dexterity saving throw. On a failed save, the cards explode on the target each dealing 1d4-1 damage. On a successful save, the target takes half card damage due to the explosions.

Round 2: You gesture your left hand in front of you, bringing your right hand behind your head, and channel a stream of 13 cards at a target of your choosing. The target makes a dexterity saving throw. On a failed save, the cards explode on the target each dealing 1d4-1 damage and the target moves at half speed for 1 round. On a successful save, the target takes half card damage due to the explosions and no movement speed reduction.

Round 3: You gesture your right hand in front of you, bringing your left hand behind your head, and channel a stream of 13 cards at a target of your choosing. The target makes a dexterity saving throw. On a failed save, the cards explode on the target each dealing 1d4-1 damage and the target gains disadvantage on its next attack roll. On a successful save, the target takes half card damage due to the explosions and no disadvantage.

Round 4: You gesture your left hand in front of you, bringing your right hand behind your head, and channel a stream of 13 cards at a target of your choosing. The target makes a dexterity saving throw. On a failed save, the cards explode on the target each dealing 1d4 damage and the target becomes blinded for one round from the intense light. On a successful save, the target takes half card damage due to the explosions but is still blinded.


At Higher Levels. When you cast as a higher level spell, add 1 damage per card for every 2 levels above 4th.


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