Mage

*“Mage

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Level

Prof

Special Characteristics

Spell slots per slot level

C

1

2

3

4

5

6

7

8

9

1

+2

Spellcasting

3

2

2

+2

Magic Arts Specialisation

3

3

3

+2

Blink

3

4

2

4

+2

Ability Score Improvement

4

4

3

5

+3

Evocation

4

4

3

2

6

+3

Magic Arts Specialisation

4

4

3

3

7

+3

4

4

3

3

1

8

+3

Ability Score Improvement

4

4

3

3

2

9

+4

Teleportation

4

4

3

3

3

1

10

+4

Magic Arts Specialisation feature

5

4

3

3

3

2

11

+4

5

4

3

3

3

2

1

12

+4

Ability Score Improvement

5

4

3

3

3

2

2

13

+5

5

4

3

3j

3

2

2

1

14

+5

Magic Arts Specialisation feature

5

4

3

3

3

2

2

1

15

+5

5

4

3

3

3

2

2

1

1

16

+5

Ability Score Improvement

5

4

3

3

3

2

2

1

1

17

+6

5

4

3

3

3

2

2

1

1

1

18

+6

Portals

5

4

3

3

3

3

2

1

1

1

19

+6

Ability Score Improvement

5

4

3

3

3

3

2

1

1

1

20

+6

Rune of Power

5

4

3

3

3

3

2

2

1

1

Quick Build

You can make a mage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the mage hand, light, and arcane blast  cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic missile, and sleep.

Class Features

As a mage, you gain the following class features.zz

Hit Points

Hit Dice: 1d6 per mage level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per mage level after 1st

Proficiencies

Armor: None

Weapons: Simple Weapons, LongSwords, Rapier, Scimitar, Short Swords

Tools: None

Saving Throws: Intelligence, Wisdom

Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

? (a) a quarterstaff or (b) a dagger

? (a) a component pouch or (b) an arcane focus

? (a) a scholar’s pack or (b) an explorer’s pack

? A spellbook

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the mage spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the mage spell list. You learn additional mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the mage table.

wSpellbook

At 1st level, you have a spellbook containing six 1st-level mage spells of your choice. Preparing and casting spells in the mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of mage spells that are available for you to cast. To do so. choose a number of mage spells from your spellbook equal to your Intelligence modifier + your mage level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 3rd-level mage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of mage spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your mage spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a mage spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your intelligence modifier

Ritual Casting

You can cast a mage spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your mage spells.

Magic Arts Specialization

You have truly started on your journey to become something great, much like a young Jaina Proudmoore, but you have a long way to go and much time to get there. During this time you may follow in the great Jaina’s footsteps or follow other known spellcasters like Kael'thas or Medivh. BeginningBeginnin

g at level two you may select an art to specialize in. Doing so grants you features at levels 2, 6 10 and 14.

Blink

Upon taking up the arts of magic you quickly learn how to move yourself a short distance to get out of harm's way. As an action you may blink up to your base movement speed in the direction you are facing,disappearing and reappearing in a square appropriate to your movespeed. If there is something in the same square as you reappear you are shunted out of it taking 2D6 points of damage for every 5 feet you are moved. In addition in combat when targeted by an attack you may use your reaction to blink out of harm's way. This can be done once per short rest.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Evocation

You have learned to regain some of your magical energy by channeling your deep reserve of magic. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your mage level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 5th-level mage,  you can recover up to three levels worth of spell slots. You can recover either a 2nd-level and a 1st -level spell slot or three 1st-level spell slots. 

Teleportation

After playing around with magic and the use of your blink spell you figure outfigure out out how to properly teleport a target to a desired location, however you can only figure out how to teleport yourself so far. As a ritual you may teleport yourself to a known location, usuallylocation usually a city you journey to a lot or even a small town where you have met friends. This may be done once per long rest.

Portals

You have become so skilled with your teleportation magic that you have finally figured out how to move a multitude of people to select locations. You can now create a portal to your desired location, once again it must be a place where you travel frequently or else it will fizzle and fail. May only move up to 10 people before losing power and disappearing. Can only be used once per long rest.

Rune of Power

You are able to inscribe a rune of power at your desired location, doing so will cause you to become empowered allowing you to cast more spells and deal more damage with them. Every turn while standing inside the rune of power you generate one first level  spell slot and the spells generated this way deal an additional 1D10 damage. This may only be cast once per long rest.

Arcane

Arcane Armor

Starting at second level, you conjure protective armor at the start of a long rest. Choose one element and you become resistant to it. In addition once per short rest you can reduce a melee attack against you by half.

Arcane Charge

Starting at 2nd level, whenever you deal damage to an enemy with an Arcane Blast, you gain one Arcane Charge. Arcane Charges last for one minute. You may have a maximum number of Arcane Charges equal to ? your level. You may spend an Arcane Charge to increase the damage of your Arcane Blast by 2dX where X is the damage arcane blast does.

Presence of Mind

Starting at 6th level, when you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting. You may use this ability once and regain its use after a long rest.

Unstable Magic

Starting at 10th level your magic starts to overflow, whenever you cast an arcane spell roll a 1D20 on a 1 or 20 the spell becomes unstable. On a roll of 1 the spell to cast at a random level regardless of a hit or miss and does minimum damage. Roll a 1D8 to determine the level the spell is cast at. On a roll of 20 the spell is cast at maximum damage.

Arcane Barrage

Starting at 14th level, you may consume multiple Arcane Charges with a single casting of Arcane Blast. When you consume at least one Arcane Charge, you may attack one additional creature within 20 ft. per Arcane Charge consumed with this casting of Arcane Blast.

You also generate one Arcane Sphere at the start of combat if you don't already have one.

Fire

Molten Armor

At 2nd level you gain resistance to fire and once per short rest you can as a reaction cause fire to reach out and damage an enemy who attacked you for 1D10 fire damage.

Ignite

At second level when your spell casts critical they ignite the target for 1D6 damage a turn, and it lasts until they are able to snuff out the fire. On their turn they get to make a dexterity save to snuff out the fire, if they take a full action to snuff out the fire the save is made with advantage. The damage increases at level 6 to 1D8,  level 10 to 1D10, and level 14 to 1D12.

Scorch

Starting at 6th level, you may cast Scorch as a bonus action. In addition, your spell attacks score a critical hit on a roll of 19-20., dealing double damage. If the spell sets the target on fire, the saving throw to resist being caught on flame is made at a disadvantage. 

Pyromaniac 

At 10th level, you add the Pyroblast spell to your spellbook if it isn’t already within it. Whenever you critically hit with a ranged fire spell, you may spend a bonus action to to cast your Pyroblast spell. The pyromaniac bonus remains for one minute or until you cast Pyroblast, and stacks twice.

Combustion

Beginning at level 14 you may consume all fire effects on the target to deal heavy damage and merge the effects into a powerful damage of time. The initial damage deals 5D10 fire damage and the damage over time portion will deal 2D6 damage a turn and an additional 1D6 fire damage per damage over time consumed. The target gets to make a dexterity save for half damage and to take no damage from the damage over time. This may be done once per long rest.

Frost

Frozen Armor

At second level you gain resistance to cold, as a reaction you can cause an enemy who attacked you to be frozen in ice stopping the attack. May only be used once per short rest.

Frost Elemental

At second level you gain the ability to summon and bind a water elemental to your services. The elemental is no larger than Medium and that has a challenge rating of 1/4 or lower. The elemental obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the elemental where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. If the elemental is destroyed, you may summon another one during a short rest.

  • Add your proficiency bonus to the elemental’s AC 

  • Attack rolls, and damage rolls

  • Saving throws and Skills it is proficient in. 

  • Its hit point maximum increases by your Strength and Constitution bonus, for every level you gain after third its health increases by your proficiency.

Water Elemental (Base)

Medium elemental (Neutral)____________________________________________

Hp- 12 (2D6)

AC- 12

Speed- 30 ft

_____________________________________________________________________

STRDexConIntWisCha

  14 15 10 7 10 6

______________________________________________________________

Skills: Stealth+2, Athletics+2, Intimidation +0

Damage Resistance: 

Damage vulnerability: Fire

Condition Immunities: Cold

Senses: Darkvision 60ft., passive Perception 11

Languages: Understands your language but can't speak, elemental

______________________________________________________________

wActions

Frost bolt: To hit + 2., Cold Damage 1D6

Frost Beam: To hit +2., Cold Damage 1D8 at turn can be channeled for three turns. 

Frost Nova: Each target in a 5 foot radius makes a dexterity save or is frozen to the ground.

__________________________________________________________

Shatter

When you hit a target that is slowed or frozen by one of your frost spells you may cast ice lance as a bonus action if it hits a target in this way it criticals for 4 times the damage.

Ice Block

As a reaction you may become immune to damage till the end of your next turn. 

This ability may be used once per long rest. At 17th level, this ability may be used twice

per long rest.

Icy Tomb

Starting at 14th level, whenever you reduce a target’s speed to below their regular half, you may use an action to freeze them into a statue, opposed by a constitution saving throw. Frozen targets are incapacitated, and they remain frozen until they are hit, or thaw or 1 min of time has passed.  

Spell List

Cantrips

Arcane Blast

Ice Lance

Scorch

Level 1

Arcane Missiles

Fireball

Frostbolt

Fire Blast

Level 2

Frost Nova

Frost-Fire Bolt

Inferno Blast

Level 3

Flame Strike

Arcane Explosion

Slow

Level 4

Nether Tempest

Fire Bomb

Frost Bomb

Pyroblast

Level 5

Fire Orb

Frost Orb

Arcane Orb

Level 6

Cone of Cold

Dragon's Breath

Level 7

Blizzard

Level 8

Ice Nova

Blast Wave

SupernovaSuper Nova

Level 9

Comet Storm

Meteor

Cantrips

Arcane Blast

Cantrip: 

Casting Time: 1 Action

Range: 60 feet

Duration: instant

You gain the ability to unleash blasts of arcane force, this requires a spell hit roll and on a hit it will deal 1D4 points of force damage. This ability scales as you level dealing 1D6 at level 5 and 1D8 at level 11.

Ice Lance

Cantrip:

Casting Time: 1 Action

Range: 30 feet

Duration: instant

You shape ice into a lance and launch it at your target. Doing so requires a spell hit roll and on a hit will deal 1D4 damage.This ability scales as you level dealing 1D6 at level 5 and 1D8 at level 11.

Scorch

Cantrip: 

Casting Time: 1 Action

Range: 30 feet

Duration: instant

You conjure fire in your hand and then blast your target with searing heat and flame dealing 1D12 fire damage. Doing so requires the target to make a dexterity save for half damage.This ability scales as you level dealing 2D12 at level 5 and 3D12 at level 11.

Level 1

Arcane Missiles

Level 1: 

Casting Time: 1 Action

Range: 60 feet

Duration: Instant

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 arcane damage to its target. The darts all strike simultaneously. 

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.

Fireball

Level 1: 

Casting Time: 1 Action

Range: 40 feet

Duration: Instant

You conjure fire into a ball and throw it at your target, doing so requires a spell to hit roll and on a hit it will deal 2D10 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d10 for each slot level above 1st.

Frostbolt

Level 1: 

Casting Time: 1 Action

Range: 30 feet

Duration: Instant

You conjure ice into a bolt and throw it at your target, doing so requires a spell to hit roll and on a hit will deal 1D10 cold damage, in addition the target must make a constitution save or it will slow the target's speed by 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d10 for each slot level above 1st.

Fire Blast

Level 1: 

Casting Time: 1 Bonus Ation

Range: 20 feet

Duration: Instant

You quickly blast your target with fire doing so requires a spell hit roll and will deal 2D6 damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st.

Level 2

Frost-Fire Bolt

Level 2: 

Casting Time: 1 Action

Range: 30 feet

Duration: Instant

You conjure ice into a bolt and throw it at your target, doing so requires a spell to hit roll and on a hit will deal 2D10 fire or cold damage, in addition the target must make a constitution save or it will slow the target's spell by 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d10 for each slot level above 2nd.

Frost Nova

Level 2: 

Casting Time: 1 Action

Range: self

Duration: 1 min

You can use your action to blast out ice away from you freezing enemies within 10 feet of you in place for up to one minute. Each turn they get a strength save to break free.

Inferno Blast

Level 2: 

Casting Time: Bonus Action

Range: 30 feet

Duration: Instant

You quickly blast your target with fire doing so requires a spell hit roll and will deal 2D6 damage, in addition you ignite the target dealing 1D6 damage a turn until the target makes a successful constitution save.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage and secondary damage increases by 1d6 for each slot level above 2nd.

Level 3

Arcane Explosion

Level 3: 

Casting Time: 1 Action

Range: Self

Duration: Instant

You cause arcane energy to explode with devastating effect around you dealing 8D6 force damage to all targets within 5 foot radius. Each target gets a dexterity save for half damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d6 for each slot level above 2nd.

Flame Strike

Level 3: 

Casting Time: 1 Action

Range: 120 feet

Duration:Instant

You channel on a location within 120 feet and cause fire to erupt from the ground dealing 6D6 fire damage to all targets within a 15 foot radius. Each target gets a dexterity save for half damage. After the initial damage it will leave the area smouldering which burns targets you end their turn or the first time they attempt to move through it for 1D6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage and the secondary damage increases by 1d6 for each slot level above 3rd.

Slow

Level 3: 

Casting Time: 1 Action

Range: 120 feet

Duration: 1 min, Concentration

You alter time around one creature of your choice within range. The target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions.Onitsturn,itcanuseeitheranactionor a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it. 

Level 4

Nether Tempest 

Level 4: 

Casting Time: 1 Action

Range: 40 feet

Duration: instant, 3 turns

You cause an enemy within range to be affected by the nether, doing so causes him to take 5D6 damage a turn for three turns. Each turn he gets a dexterity save to half the damage. Each time it deals damage it also assaults one nearby enemy for 2D6 force damage. The secondary target also gets to make a dexterity save against the damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage and the secondary attack damage increases by 1d6 for each slot level above 4th.

Fire Bomb

Level 4: 

Casting Time: 

Range:

Duration:instant, 3 turns

You cause an enemy within range to be affected by a bomb of flame, doing so causes him to take 1D4 damage a turn for three turns. Each turn he gets a dexterity save to half the damage. At the end of the duration or if it ends early it will explode dealing 4D6 fire damage to each target within 5 feet of the bomb. Each target gets a dexterity save for half damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1D4 and the secondary attack damage increases by 1d6 for each slot level above 4th.

Frost Bomb

Level 4: 

Casting Time: 

Range:

Duration:instant, 3 turns

You cause an enemy within range to be affected by a bomb of frost, he gets a dexterity save and on a successful save it doesn’t affect him. Every time the target gets hit by a frost spell the bomb explodes for 2D6 cold damage and slows each enemy within 5 feet of the bomb by 10 feet. After three times the bomb disappears. Each turn the bomb is hit it explodes and each target gets a dexterity save for half damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1D6 for each slot level above 4th.

PyroBlast

Level 4: 

Casting Time: 1 Action

Range: 120 feet

Duration: Instant

You conjure a roiling ball of fire hurl it at your target, doing so requires a spell to hit roll and on a hit it will deal 7D10 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1D10 for each slot level above 4th.

Level 5

Flame Orb

Level 5: 

Casting Time: 1 Action

Range: 60 feet

Duration: instant

You conjure a 4 foot ball of fire that floats in a line up to 60 feet moving 10 feet a turn. Each turn it blasts a target within 5 feet for 3D6 fire damage, dexterity save for half.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 1D6 for each slot level above 5th.

Frozen Orb

Level 5: 

Casting Time: 1 action

Range: 60 feet

Duration: instant

You conjure a 4 foot ball of ice that floats in a line up to 60 feet moving 10 feet a turn. Each turn it blasts a target within 5 feet for 2D6 frost damage and slows each target hit by 10 feet, dexterity save for half damage and no slow.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 1D6 for each slot level above 5th..

Arcane Orb

Level 5: 

Casting Time: 1 Action

Range: 60 feet

Duration:Instant

You conjure a 4 foot ball of energy that floats in a line up to 60 feet long by 5 feet wide. Each target it hits generates you an arcane charge and deals 6D6 damage. Each target affected by the spell may make a dexterity save for half damage, and won't generate you a charge. These charges may stack higher than your limit.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 1D6 for each slot level above 5th.

Level 6

Cone of Cold

Level 6: 

Casting Time: 1 Action

Range: Self (60 foot) Cone

Duration: Instant

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 7th level or higher, the initial damage increases by 1D8 for each slot level above 6th.

Dragon’s Breath

Level 6: 

Casting Time: 1 Action

Range: Self (60 foot) Cone

Duration: Instant

You conjure a red dragon's head to blast fire in a cone in  front of you. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. A creature hit by this ability will be disoriented if they fail their constitution save. The save may be repeated on each one of their turns. 

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 1D8 for each slot level above 6th.

Level 7

Blizzard

Level 7: 

Casting Time: 1 action

Range: 120 feet

Duration: instant

A storm made up of sheets of roaring ice appears in a location you choose within range. The area of the storm consists of a 20-foot cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 cold damage and is slowed by half on a failed save, or half as much damage and only slowed by 10 feet on a successful one. 

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial damage increases by 1D10 for each slot level above 7th.

Level 8

Ice Nova

Level 8: 

Casting Time: 1 Action

Range: 120 feet

Duration: Instant

You can use your action to blast your enemy with ice and cause it to explode away from him damaging and freezing all enemies within 10 feet for 10D6 cold damage and freezing the targets in place for up to one minute. Each turn they get a strength save to break free.

At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the initial damage increases by 1D6 for each slot level above 8th.

Blast Wave

Level 8: 

Casting Time: 1 Action

Range: 120 feet

Duration: Instant

You can use your action to blast your enemy with fire and cause it to explode away from your target damaging and knocking all enemies within 10 feet back 20 feet for 10D6 fire damage. When you use this ability  they get a strength save not be knocked back.

At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the initial damage increases by 1D6 for each slot level above 8th.

Super Nova

Level 8: 

Casting Time: 1 Action

Range: 120 feet

Duration: Instant

You can use your action to blast your enemy with energy and cause it to explode on your target damaging and knocking all enemies up 20 feet who are within 10 feet of the primary target for 10D6 force damage. When knocked up the target is in the air for their next turn. You get a strength save to not be knocked up 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the initial damage increases by 1D6 for each slot level above 8th.

Level 9

Comet Storm

Level 9: 

Casting Time: 1 Action

Range: 1 mile

Duration: Instant

Freezing orbs of ice plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 cold damage, 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one icy burst is affected only once. After the spell ends the area is considered rough terrain. The spell damages objects in the area.

Meteor

Level 9: 

Casting Time: 1 Action

Range: 1 mile

Duration: Instant

Blazing orb of fire plummet to the ground at a points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition it leaves the area barren and scorched which deals 5d6 fire damage if anyone attempts to move through the area, anyone who moves through the area must make dexterity save for half damage.

The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried. 

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