You create a 10-foot-radius Sphere of Lightning and Thunder at a point you can see within range. Each creature within the Sphere must make a Constitution saving throw. On a failed save, a creature takes 2d6 Lightning damage, 2d6 Thunder damage, and is Blinded until the start of its next turn. On a successful save, the creature takes half damage and isn’t Blinded.
Suppression. The Sphere suppresses effects from items or spells dealing Acid, Cold, Fire, or Lightning damage within its area, except for those created by Artifacts or deities. For example, it suppresses flames from a Wall of Fire, creating a gap where the Sphere overlaps. While suppressed, these effects do not function, and their duration continues to count down.
Affected Targets. Items worn or carried by a creature that fails the saving throw have their elemental effects suppressed for the duration, even if the creature moves out of the area. The creature also cannot cast spells dealing Acid, Cold, Fire, or Lightning damage while the spell lasts. Any spell slots used for such spells are consumed but have no effect.
Elemental Creatures. An elemental creature that fails its saving throw and deals one of the affected damage types is transported to a harmless demiplane. It can repeat the saving throw at the end of each of its turns. On a success, it reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Dispel Magic can end the spell's effects on an affected object or creature. If the spell ends for a creature, it also ends for any items worn, wielded, or carried by that creature.
* - (a pinch of powdered iron and a vial of acid, which the spell consumes)Previous Versions
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1/8/2019 8:06:14 PM
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3/6/2019 5:28:09 PM
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1.5
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9/2/2024 4:56:56 PM
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9/10/2024 4:25:06 PM
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Homebrew
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