Level | 4th Level | Casting Time | 1 action | Range | 30m |
---|---|---|---|---|---|
AoE | Multi (8×) | Duration | Instantaneous | ||
School | Force | Components | V, S | ||
Classes | Paladin, Time Mage |
This spell's power draws upon how weakened you've become, becoming more powerful the less HP you have.
You conjure 8 spheres of crackling energy and send them towards any number of targets. For each sphere, make a ranged spell attack. On hit, the target takes Force damage equal to the damage dice corresponding to the table, along with another potential effect. The spheres all strike simultaneously.
HP % | Damage Dice | Effect |
---|---|---|
50% ≤ HP | 1d8 | – |
25% ≤ HP < 50% | 1d10 | If 4 spheres hit a creature, you can push it 2m and they must succeed on a Constitution saving throw or be Incapacitated until the start of their next turn. |
HP < 25% | 1d12 | For every 2 spheres that hit a creature, you can push it 2m. If at least 2 spheres hit a creature, it must succeed on a Constitution saving throw or be Stunned until the start of their next turn. |
At Higher Levels: Increase the number of spheres conjured by 1 for each spell level increase.