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Thrumming Thunder in Dungeons & Dragons 5e

The Archive of Esoteric Secrets

Thrumming Thunder

6-level Evocation

Casting Time 1 Action
Range 60 feet
Duration Concentration, up to 1 minute
Components V, S

You conjure a field of pulsating thunder at a point that you can see within range, and fills a 30-foot radius sphere around the point. When a creature starts its turn in the area, or enters it for the first time, the zone pulses at a mind melting frequency. The creature must succeed on a Wisdom saving throw, or take 5d10 thunder damage, taking half damage on a success.   A creature that fails also has disadvantage on attack rolls and ability checks until the start of its next turn, and cannot control its own movement. The creature moves half its movement in a random direction.
At higher levels: When you cast this spell using a spell slot of 7th-level or higher, the damage it deals increases increases by 1d10 per spell slot level expended above 6th.

Class(es): Bard, Sorcerer, Wizard

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