You conjure a mote of chromatic energy upon a point that you can see within range, which violently explodes into a damage type of your choosing. Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 5d8 acid, cold, fire, lightning, poison, or thunder damage on a failed save, and is subject to an additional effect depending on what damage type you choose. Creatures who succeed their saving throw take half as much damage, and they are not subject to any additional effects from the spell.
Acid: Target creatures have a -1 penalty to their AC until the start of your next turn, as the acidic blast eats away at their armor.
Cold: Target creatures have their movement speed halved until the start of your next turn, as the chilling frost slows their muscles.
Fire: Target creatures cannot heal the damage caused by this spell until the start of your next turn, as the flames continue to roar.
Lightning: Target creatures cannot take a reaction until the start of your next turn, as the surge of energy stops their reflexes.
Poison: Target creatures have disadvantage on all ability checks until the start of your next turn, as the noxious fumes hinder their body.
Thunder: Target creatures are pushed back 5 feet into an unoccupied space away from the center of the blast and knocked prone, as the force knocks them off their feet.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
* - (an ammolite worth at least 200 gp)
Comments