Level
3rd
Casting Time
1 Action
Range/Area
150 ft.
(40 ft. *)
Components
V, S, M *
Duration
Concentration
1 Minute
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Psychic
Until the spell ends, chaotic energy rages in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured.
The area feels heavy, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature ends its turn in the spell's area it takes 4d10 psychic damage.
If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
* - (a drop of the ether.)
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