This spell forms an aura of energy around you, damaging all those that come near you. Choose an energy type: acid, cold, electricity, or fire. At the start of your turn creatures within range take 3d6 points of damage of the selected type. This aura has an additional effect, depending upon the type of damage chosen.
- Acid: Creatures affected by your aura are poisoned until the start of your next turn.
- Cold: Creatures affected by your aura can only move half its' speed and minus 1d4 to all Strength and Dexterity saving throws until the start of your next turn.
- Lightning: Creatures affected by your aura may only take one action or bonus action.
- Fire: Creatures affected by your aura catch on fire taking 1d6 fire damage at the start of each of their turns. A creature can be put out the fire by using an action on the burning creature
Creatures within range must make a Dexterity save on a success they take half damage and do not suffer the additional effect. The aura’s additional effects do not stack if a creature takes damage from your aura multiple times. You may only have one elemental aura in effect at one time.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
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