You summon a storm of chaotic eldritch energy that wreaks havoc on your enemies. Choose a point you can see within range. A 30-foot-radius sphere centered on that point erupts with swirling, crackling energy from the void.
Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 8d10 force damage and is knocked prone. On a successful save, a creature takes half as much damage and is not knocked prone.
The area of the storm is difficult terrain, and any creature that starts its turn within the storm or enters it for the first time on a turn must make a Wisdom saving throw. On a failed save, the creature is disoriented by the chaotic energy, giving it disadvantage on attack rolls and dexterity saving throws until the start of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the force damage increases by 1d10 for each slot level above 6th.
* - (a shard of an Eldrazi crystal)
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