You unleash a devastating burst of elemental energy, creating an aura of destructive force around you. All creatures within a 30-foot radius of you must make a Dexterity saving throw. On a failed save, a creature takes 8d6 damage of a type determined by rolling a d6:
- Fire: Flames erupt, scorching creatures within the range.
- Cold: Frigid winds and ice crystals slice through the area, chilling all within.
- Lightning: Arcs of electrical energy crackle, shocking those caught in your wrath.
- Acid: Acidic vapors seep into the air, burning everything they touch.
- Thunder: Deafening booms and shockwaves batter and disorient creatures nearby.
- Force: Pure, raw energy pulses outward, impacting those in its path.
On a successful save, a creature takes half damage. Any creature that successfully saves against this spell becomes immune to its effects until the spell ends.
Additionally, for the duration of the spell, your melee weapon attacks deal an extra 2d6 damage of the same type as determined above.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
* - (a small vial of clear liquid)
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