Level
1st
Casting Time
1 Action
Range/Area
5 ft. (5 ft. )
Components
V, S
Duration
Instantaneous
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Poison (...)

You create a momentary circle of chaotic energy that flows around you in a 5 foot radius and then resolves into a blast of energy directed at all creatures in range. Each creature within range, other than you, must succeed on a Dexterity saving throw or suffer one of the effects below. Roll 2d6. Choose one of the d6s. The number rolled on that die determines the attack’s damage type, as shown below.

D6 SPELL EFFECT
1 Insect Blast: 2d6 + spell casting proficiency bonus poison damage. Creatures affected have disadvantage on attacks until your next turn. 
2 Death Blast: 2d6 + spell casting proficiency bonus necrotic damage damage. Creatures affected cannot regain HP until your next turn.
3 Flame Blast: 2d6 + spell casting proficiency bonus fire damage. Flammable objects in range and not worn are ignited. 
4 Ice Blast: 2d6 + spell casting proficiency bonus frost damage. Creatures affected lose 10 feet of movement until your next turn. 
5 Thunder Blast: 2d6 + spell casting proficiency bonus thunder damage. Creatures affected are deafened until your next turn.
6 Force Blast: 2d6 + spell casting proficiency bonus force damage. Creatures are pushed 10 feet away from spellcaster and knocked prone. 

If you roll the same number on both d6s, the chaotic energy doubles increasing the spells range to 10 feet. Any new creatures must also make a DEX save or suffer the spell effect. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Any of the damage dice rolled can be used to select the spell effect. 

Spell Tags: Damage Control Combat

Available For: Bard (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy)

cbass1971

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