Contact me to be added to this repository. Push the creations you make for D&D, and they will be displayed in a nice website. See the website for how to contribute.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

21 lines
2.2 KiB

Kind: Enchantment 5
Time: 1 action
Range: 600'
Components: V, S, M (a cannonball at least 10lb in weight)
Duration: Concentration, 1 minute
Lists: Wizard, Sorcerer
With a word of power, you apply great force to the cannonball, which flies away from you at great speed.
On your turn when you cast this spell, and as an action for subsequent turns while you concentrate on this spell, you can control the cannonball's movement. It has clumsy maneuverability (45 degree turns can only be completed after 10' of movement), and must move a full 300' per round. After doing 10d10 + 120 damage, if it hits an immovable obstruction (such as solid ground or some sturdy structure of the DM's choosing), or if the cannonball exits the range, the movement stops, and the spell ends. If you don't use your action to move the cannonball, it continues moving in the same direction it last traveled for the full 300'.
Any creature or object the cannonball hits takes 8d10 bludgeoning damage (roll for each impact). Creatures can make a DEX save; on a pass, they take only half damage. If it can, the cannonball penetrates that creature or object, and can continue moving its full range until stopped as described above (or when the spell ends early).
A creature for which the cannonball passes within 5' (including hits) can make a STR save (with disadvantage if they were hit and failed the DEX save) to grab the cannonball and be carried by it. Creatures doing may hit other obstructions, taking 12d10 bludgeoning damage if they hit a solid object. Under such circumstances, they must pass another STR save or be thrown from the cannonball.
After the spell ends, the cannonball doesn't immediately return to the caster if it wasn't already there.
At higher levels: add 60 damage to the amount of damage the cannonball can do before the spell ends for each level this spell is cast above the 5th. At 7th level, two cannonballs can be simultaneously controlled in this way, each with independent damage totals. At the 9th level, three cannonballs can be controlled, and the spell only ends if concentration is broken, the caster chooses to end it, or the cannonballs are utterly destroyed, with the latter at the DM's discretion.