Level
5th
Casting Time
1 Action
Range/Area
20 ft. (40 ft. *)
Components
V, S
Duration
Instantaneous
School
Evocation
Attack/Save
DEX Save
Damage/Effect
All

Chaotic energy pounds the ground in a 20-foot radius, 40-foot high cylinder centered on yourself. Each creature in the cylinder must make a Dexterity saving throw, taking 6d6 damage on a failed save, or half as much damage on a successful one. You must also roll a 2d8. The chosen number rolled on either of the dice determines the storms damage type, as shown below.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

If you roll the same number on both d8s, the cylinder moves up to 60 feet in a direction of your choice. Make a new damage roll, and apply the results to any creatures caught in the new area of the cylinder, which can cause the cylinder to move again. A creature can be targeted only once by each casting of this spell.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Spell Tags: Damage Combat

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Boocentry

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