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All Beyond the Yonder Seas and Streams

Coral Corral

3-level Conjuration

Casting Time: Action
Range/Area: 60 Feet
Components: Verbal, Somatic, Material
Materials: A chunk of coral worth at least 5 gold pieces
Duration: Concentration, up to 1 hour

This spell creates an array of coral chunks, which float on the surface of a 15-foot-radius sphere centered on a point you can see within range.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. When an affected creature moves into or out of the sphere for the first time on a turn, bristling coral blooms from the coral chunk nearest to it, and the creature must succeed on a Dexterity saving throw or take 2d4 piercing damage and be restrained by the coral until the spell ends. A creature restrained by the coral can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

Additionally, the sphere grants half cover against attacks that pass into or out of it.

If you touch a body of water when casting this spell, you can choose a point within 120 feet of you that is in the same body of water. The spell is cast as if you were at the chosen point, but you must use your own senses.

At higher levels:

When you cast this spell using certain higher-level spell slots, you create additional spheres of coral centered on the same point: a second 30 foot-radius sphere with a 5th level slot, a third 45 foot-radius sphere with a 7th level slot, and a fourth 60 foot-radius sphere with an 9th level slot.

Available for: Druid, Ranger, Tamer

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