You control the very elements to torment your great foe. Choose one creature that you can see in range, then choose two of the following damage types: acid, cold, fire, lightning, or thunder. That target must succeed on a Dexterity saving throw, taking 3d12 of each damage type on a failure, and half that on a success.
Additionally on a failure, tendrils of elemental energy entangle the creature, and it is restrained for the spell's duration. At the start and end of the creatures turn, it takes 4d8 damage of either previously chosen type (your choice). As a bonus action, you may tighten the tendrils and deal 2d8 damage of either previously chosen type to the creature. The creature may attempt to escape the tendrils as an action by making a athletics check against your spellsave DC. On a success, they escape and the spell ends.
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