Harnessing chaos from the elemental plane of air, you create three magic projectiles and launch them at 1 or multiple targets you see in range. Make ranged spell attacks for each. A projectile does 2d10 damage of a random type on a hit, as determined below. Roll a d8 and see which effect each projectile has. Also, the target comes under the condition noted next to the damage type until the end of its next turn. The conditions are located under Appendix III of the Dragonlance campaign setting book or described at this spell's end. A creature resistant or immune to each damage type is also immune to its respective condition.
- Acid: Corroding
- A corroding creature takes 1d6 acid damage at the end of each turn. If a corroding creature gains this condition again, it takes an extra 1d6 acid damage.
- Cold: Chilled
- A chilled creature can't increase its speed or gain extra movement. If a chilled creature gains this condition again, it takes an extra 1d6 cold damage. The condition ends early if the creature becomes Scorched.
- Fire: Scorched
- A scorched creature has disadvantage on Constitution saves to resist exhaustion or keep concentration. If a scorched creature gains this condition again, it takes an extra 1d6 fire damage. It also ends early if the creature becomes Chilled.
- Lightning: Shocked
- A shocked creature can't take reactions. If a shocked creature gains this condition again, it takes an extra 1d6 lightning damage.
- Necrotic: Decaying
- When a decaying creature would regain hit points, it only regains half. If a decaying creature gains this condition again, it takes an extra 1d6 necrotic damage.
- Psychic: Stupified
- A stupefied creature has disadvantage on Intelligence checks and saves. If a stupified creature gains this condition again, it takes an extra 1d6 psychic damage.
- Radiant: Branded
- A branded creature sheds bright light in a 5ft radius and dim light for an extra 5ft, and can't benefit from being invisible. If a branded creature gains this condition again, it takes an extra 1d6 radiant damage.
- Thunder: Resonant
- A resonant creature emits a constant rumbling hum audible to 100ft. If a resonant creature gains this condition again, it takes an extra 1d6 thunder damage.
At Higher Levels. When cast using a slot of 4th or higher, the spell creates one extra projectile for every 2 slots above 3rd.
* - (a bent or broken tuning fork)
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