You summon a swirling storm of chaotic void energy at a point you choose within range. The storm covers a 20-foot-radius sphere and unleashes destructive and disruptive energies.
Effects:
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Chaotic Energy: When the storm appears, each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 force damage and 4d8 necrotic damage, and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.
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Disruptive Winds: The area within the storm is heavily obscured and considered difficult terrain. Any creature that starts its turn in the storm or enters it for the first time on a turn must make a Dexterity saving throw. On a failed save, the creature takes 2d8 psychic damage and has disadvantage on ability checks and saving throws until the start of its next turn. On a successful save, the creature takes half as much damage and isn’t affected by the disadvantage.
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Lingering Void: At the start of each of your turns while you concentrate on this spell, you can use your bonus action to move the storm up to 30 feet in any direction. Any creature caught in the path of the moving storm must make a Dexterity saving throw, taking 2d8 force damage on a failed save, or half as much damage on a successful one.
Previous Versions
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6/9/2024 7:40:08 PM
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Coming Soon
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