Chaotic energy pounds the ground in a 20-foot radius, 40-foot high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw, taking 2d8 + 6d6 damage on a failed save, or half as much damage on a successful one. Choose one of the d8s. The number rolled on that die determines the storms damage type, as shown below.
|
d8 |
Damage Type |
|
1 |
Acid |
|
2 |
Cold |
|
3 |
Fire |
|
4 |
Force |
|
5 |
Lightning |
|
6 |
Poison |
|
7 |
Psychic |
|
8 |
Thunder |
If you roll the same number on both d8s, the cylinder moves up to 60 feet in a direction of your choice. Make a new damage roll, and apply the results to any creatures caught in the new area of the cylinder, which can cause the cylinder to move again. A creature can be targeted only once per casting of this spell.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Previous Versions
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9/20/2024 9:48:27 PM
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