A flash of colors extends from you hand to a point you choose within range. Until this spell ends a magical aura fills a 10-foot cube. Any creature in the aura's space when you cast the spell must succeed on a saving throw or take 1d6 damage of a type you choose. The saving throw is based on your chosen damage type. There is a secondary effect on creatures that failed their saving throw determined by the damage type. A creature must also make the saving throw and take on the secondary effect when it enters the aura’s space for the first time on a turn or ends its turn there. You can choose acid, cold, fire, force, lightening, necrotic, poison, psychic, radiant, or thunder damage. You can move the aura 10 feet in one direction using an action or bonus action. You can use both your action and bonus action to move the aura.
Acid (DEX save)-The creature is covered in acid for the spell's duration, or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 1d4 acid damage at start of each of its turns.
Cold- (CON save)- The creature's movement speed is reduced in half. This aura is considered difficult terrain.
Fire (DEX save)- Attacks made by a creature inside the aura have disadvantage.
Force (DEX save)- Creatures in the aura take force damage from this spell regardless of their saving throw.
Lightning (STR save)- Creatures in this aura that are wearing metal have disadvantage on all saving throws and have vulnerability to lightning damage.
Necrotic (WIS save)-The caster heals for half of any necrotic damage they do to creatures in this aura.
Poison (CON save)- Creatures in this aura are poisoned until the end of your next turn.
Psychic (INT save)- Creatures in this aura immediately use their reaction to move their movement speed away from the spells point of origin.
Radiant (CON save)- Attacks on creatures inside this aura have advantage.
Thunder (CON save)- Creatures in this aura fall prone.
At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, you add one additional damage die and effect to the spells aura for every slot level above 2nd.
* - (A diamond worth at least 50 gp)Previous Versions
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10/16/2022 12:30:10 AM
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