A 10-foot-radius sphere of energy emanates around you. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. Nonhostile creatures (including you) have resistance to the chosen damage type while in the sphere, and whenever a hostile creature enters the sphere for the first time on a turn or starts its turn there, it takes damage of that type equal to your spellcasting ability modifier. Until the spell ends, the sphere moves with you, centered on you. In addition, you can use a bonus action on each of your turns to fire a beam of energy from the sphere. The beam extends in a 5-foot-wide, 30-foot-long line from the outer wall of the sphere in a direction you choose. Each creature in the line must make a Dexterity saving throw, taking 2d8 damage of the chosen type on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the beam of energy increases by 1d8 for each slot level above 5th.
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