Level
2nd
Casting Time
1 Action
Range/Area
90 ft.
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
Ranged
Damage/Effect
Acid (...)

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

Depending on the damage type, small unique effects happen.

Acid: The Target and every creature within 5ft must make a DC 14 CON Save, or until the start of your next turn each of their attack rolls are reduced by 1d4; and they take 1d4 acid damage per attack they make.

Cold: The Target and every creature within 5ft must make a DC 14 DEX save, or fall prone - as the surface beneath them becomes icy. This effects stays until the start of your next turn, and any creature who attempts to move through this space must also make the DEX save - or also fall prone.

Fire: The Target and every creature within 5ft must make a DC 14 INT save, or be lit on fire - regardless of whether the targets attire is flammable. These flames can be put out by a target spending its bonus action to extinguish itself, or an action to help another. If they aren't put out by the end of the targets turn, they take 2d6+2 fire damage.

Lightning: The Target and every creature within 5ft must make a DC 14 CHA save, or become frazzled and confused. Targets who are frazzled take less care with their attacks, not caring if they hit friendly targets with Area of Effect spells and attacking recklessly, giving them advantage to hit on their own attack rolls, but all attacks against them are made with advantage too. 

Poison: The Target and every creature within 5ft must make a DC 14 WIS save, or become Poisoned. While poisoned by this spell particularly, other spells that hit the poisoned target deal an extra damage die. The Poisoned ends when the afflicted target gains any form of magical healing, or can expend an action to try and expel the poison from their body, letting them re-roll the save.

Thunder: The Target and every creature within 5ft must make a DC 14 STR save, or be shunted backwards 15ft. The creatures near the target are flung away from the original target if they fail their save, not backwards from the caster.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd, and the DC to save against the additional effects increases by 1.

* - (a diamond worth at least 50 gp)

Spell Tags: Damage

Available For: Sorcerer (Legacy) Wizard (Legacy)

SheoVerdal

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