The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn.
On your next turn, you may make a ranged spell attack against a creature you can see within 60 feet as an action. On a hit, the creature takes 4d8 damage of the triggering damage type + 2d8 damage of another type. Choose one of the two d8's. The number rolled on that die determines the damage type of the two extra d8's, as shown below:
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1: Acid
Extra Effect: The acid clings to the target. The target creature must make a Constitution Saving Throw against your Spell Save DC. On a failure, they take 2d8 acid damage, or half as much on a success.
2: Cold
Extra Effect: Ice entraps them in place. The target creature must make a Dexterity Saving Throw against your Spell Save DC. On a failure, they take 2d4 cold damage and their movement speed is reduced to zero until they or another creature use an action to break them free, ending the effect. On a success, they take half of the damage and their movement speed is reduced by 10 on their next turn.
3: Fire
Extra Effect: They burst into flame. The target creature must make a Constitution Saving Throw against your Spell Save DC. On a failure, the creature takes 2d6 fire damage and is set alight, taking 1d6 fire damage at the end of each of their turns until they or another creature expends an action to expunge the flame, or until the creature moves or is moved into a body of water. On a success, they take half of the initial damage and are not set alight.
4: Force
Extra Effect: They are thrown off their feet. The target creature must make a Strength Saving Throw against your Spell Save DC. On a failure, they take 2d6 force damage and are knocked prone. On a success, they take half of the damage and are not knocked prone.
5: Lightning
Extra Effect: The spell leaps to another target. Choose another creature within 30 feet of the original target. Repeat this ranged spell attack at the same level with them as the target, and with lightning as the triggering damage.
6: Poison
Extra Effect: They are poisoned. The target creature must make a Constitution Saving Throw against your Spell Save DC. On a failure, they take 2d6 poison damage and are poisoned for up to one minute. They may repeat this saving throw at the end of each of their turns, ending the poisoned on a success. On a success, they take half of the damage and are not poisoned.
7: Psychic
Extra Effect: Their mind is hindered. The target creature must make an Intelligence Saving Throw against your Spell Save DC. On a failure, they take 2d6 psychic damage and have disadvantage on their next attack roll, ability check, or saving throw. On a success, they take half of the damage and do not gain disadvantage.
8: Thunder
Extra Effect: Their ears are damaged. The target creature must make a Constitution Saving Throw against your Spell Save DC. On a failure, they take 2d6 thunder damage and are deafened for one minute. On a success, they take half of the damage and are not deafened.
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Whenever one of the two d8's is rolled with the same damage type as the triggering damage type or the two extra dice roll the same number, the extra effect of the matching damage type occurs.
Whenever both of the two extra dice roll the same damage type as the triggering damage type, the extra effect of the matching damage type occurs and the damage dealt by the initial ranged spell attack is doubled.
At Higher Levels: For each level of spell above 3rd, the ranged spell attack deals 1d8 extra damage of the triggering damage type as well as a another die of the other damage type.
* - which you take when you take acid, cold, fire, force, lightning, poison, phsycic, or thunder damage
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