A bright mote of light flashes from your pointing finger to a point you choose within range and then explodes with energy determined by rolling a d4. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d6 damage determined by the roll on a failed save and suffers the effect, or half as much damage on a successful one and does not suffer the additional effect.
1 - Lightning damage. Effect - Target is paralyzed until the end of their next turn.
2 - Cold damage. Effect - Target's movement speed is halved until the end of their next turn.
3 - Necrotic damage. Effect - Targets killed by this spell are raised as zombies under the control of the caster and last 1 minute.
4 - Acid damage. Effect - Target takes 1d4 acid damage at the start of their next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Comments