You form a lance of elemental energy in your hand, you then throw it a target within range. The range is equal to your spellcasting modifier times 20. Targeted creatures must make a dexterity saving throw, they take half damage on a success and aren't affected by the extra effect. The damage type of the lance is decided when you cast the spell, being one of the following; Cold, Fire, Lightning, Necrotic or Force. The spells damage is 2d6 and each damage type has its own effect as shown in the table below.
|
Damage Type |
Extra Effect |
|
Cold |
Reduces the creature's movement by 15ft. |
|
Fire |
Deal 1d4 fire damage to all creatures and ignites flammable objects within 10ft. of impact. |
|
Lightning |
Creature makes a constitution saving throw against your spell save DC and loses its reaction on a fail for the next minute. It can remake this throw at the end of each of its turns to end the effect early. |
|
Necrotic |
Creature cannot receive healing for 1d4 turns. This can only be reapplied after it ends. |
|
Force |
Knocks back the target 15ft. if this knocks the target into something both the target and whatever it hits take 1d6 bludgeoning damage. |
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