5e SRD >Spells >

Ramping Beam

6th-level evocation

Classes: Sorcerer, Wizard

Casting Time:1 action

Range:30 feet

Components:V, S

Duration:Concentration, up to 1 minute

You begin to charge powerful energies around your body and prepare to expel them in a violent burst. As an action, you begin to charge the beam. You gain resistance to all damage while charging and cannot be moved from your current position, even if you are mid-air. You may release the beam as a bonus action, causing a 30-foot line attack to shoot forward in any direction. A creature caught in the beam must make a Dexterity saving throw versus your spell save DC. On a failure, they take 2d6 force damage or half that damage on a successful save. At the end of every one of your turns that you continue to charge the beam, it gains 4d6 force damage and extends 5 feet further. This spell can be charged for a maximum of one minute. When you cast this spell using a higher level spell slot, increase the damage added at the end of your turns by 1d6 for every spell slot level higher than the original.

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5E: Age of Antiquity Adventure and Intrigue in the Ancient World © 2019 Aruzian Publishing, Stephen Delucchi, Marcus Lundin

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