You manipulate magic causing a rift in reality to appear in the shape of a cylinder that is 10 feet tall with a 5-foot diameter, centered on a point you can see within 20 feet directly above you. The spell fails if you can't see a point in the air where the rift could appear (for example, if you are in a room that can't accommodate the rift).
When you cast the spell, choose a point you can see within 100 feet of the rift. A surge of uncontrollable energy blasts forth from the rift to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 2d10 plus 1d8 damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call another streak of energy in this way again, targeting the same point or a different one.
The number rolled on the d8 determines the attack's damage type, as shown below:
| d8 | Damage Type |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Lightning |
| 5 | Thunder |
| 6 | Necrotic |
| 7 | Radiant |
| 8 | Force |
At Higher Levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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12/28/2023 8:10:20 PM
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16
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1
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Coming Soon
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