You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
If a creature fails its saving throw an effect is applied depending on the damage type you chose
- Acid: The creature takes an additional 2d4 acid damage on the start of its next turn
- Cold: The creature is slowed by 10 feet until the end of its next turn
- Fire: The creature takes an additional 2d4 fire damage on the start of its next turn
- Force: The creature is knocked prone
- Lightning: The creature can't take reactions until the start of its next turn
- Necrotic: The creature is slowed by 10 feet until the end of its next turn
- Poison: The creature is poisoned until the end of its next turn
- Psychic: The creature is frightened of you until the start of your next turn
- Radiant: The creature is blinded until the end of its next turn
- Thunder: The creature is knocked prone
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
* - (A hot pepper)
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