You generate a 30-ft radius sphere of roiling elemental chaos energy centered on a point you choose within range. The sphere spills over corners. The spell lasts for the duration or until the caster's concentration is broken. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save, the creature takes 5d8 damage and are subject to an effect on the table below; on a success they take half damage and avoid the additional effect. Pick a different d8 for each creature, and value will determine the type of damage, and additional effect if applicable, using the table below.
| 1-8 | Damage Type / Additional Effect |
|---|---|
| 1 | Acid - do an additional 1d8 acid damage |
| 2 | Cold - target's movement speed is reduced by 20 ft until the end of their turn |
| 3 | Fire - target catches fire and takes 1d6 additional fire damage every turn til extinguished |
| 4 | Force - target is pushed back 5 ft and falls prone |
| 5 | Lightning - target suffers disadvantage on spell attack rolls until the end of their next turn |
| 6 | Poison - target suffers disadvantage on weapon attack rolls until the end of their next turn |
| 7 | Psychic - Target suffers disadvantage on Wisdom and Charisma saving throws |
| 8 | Thunder - Target suffers disadvantage on Dexterity and Constitution saving throws |
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, each target takes 1d8 extra damage of the type rolled for each slot level above 5th.
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