You punch your fist into the air above you, and pull down with immense force. Ruins of a lost civilization emerge from the clouds, and come plummeting down like meteors onto a 15-foot-radius cube you choose within range.
You determine the exact coordinates of three 5-foot-radius (2x2) meteors by rolling a d6 for each of them. (Rolling a 6 = reroll) Reroll any meteors that would overlap.
Each creature that a meteor lands on must make a Strength saving throw. A creature takes 6d10 bludgeoning damage and is knocked prone on a failed save. On a successful one, a creature takes half as much damage and is not knocked prone. The places where the meteors fell are now rough terrain.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the meteor damage increases by 1d10 for each slot level above 5th.
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