Volatile Vortex (5e Spell)

You create a pocket of instable gravity tethered to a melee weapon, which causes it to spin wildly in a 5-foot-radius space within range. Any creature that enters or ends its turn within the sphere must make a Dexterity saving throw. The creature takes damage equal to the weapon’s damage on a failed save, or half as much damage on a successful one.

This page is incomplete and/or lacking flavor. Reason: Incomplete


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Volatile Vortex
2nd-level Conjuration
Casting time: 1 action
Range: 60 feet
Components: V, S, M (a melee weapon)
Duration: Concentration, Up to 1 minute

As a bonus action, you can move the center of gravity up to 20 feet. The weapon falls in a straight line toward this point, moving past creatures and up to three-quarters cover, but gets stopped by total cover, resting against the cover as if it were lying on the ground. If the weapon reaches the new center of gravity, it begins spinning wildly in a 5-foot-radius again and creatures within the area must make the saving throw against the spell’s damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may spin an additional melee weapon in a new 5-foot-radius for every two slot levels above 2nd; when you use your bonus action to move a center of gravity, you may only move one.


Back to Main Page 5e Homebrew Spells Wizard

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.