You launch a 3-foot-diameter condensed ball of energy at a creature you can see within range. You choose a damage type from the list below for the type of energy you create, and make a ranged spell attack against the target. On a hit, the target takes 12d10 damage of the type you chose, and suffers the corresponding effect from the list below:
- Acid: The target must make a Constitution saving throw. On a failure, the creature's Armor Class is reduced by 4 until the start of your next turn, as the acid eats away at its defenses.
- Cold: The target must make a Constitution saving throw. On a failure, its movement speed is halved, and it has disadvantage on Dexterity saving throws until the end of its next turn, as its body is numbed by the cold.
- Fire: The target must make a Dexterity saving throw. On a failure, it catches fire and takes 4d10 fire damage at the start of each of its turns until it uses an action to extinguish the flames.
- Lightning: The target must make a Constitution saving throw. On a failure, it is stunned until the end of its next turn, as its nervous system is overloaded by the lightning.
- Poison: The target must make a Constitution saving throw. On a failure, it becomes poisoned for 1 minute and takes an additional 4d8 poison damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the condition on a success.
- Necrotic: The target must make a Constitution saving throw. On a failure, its hit point maximum is reduced by an amount equal to the necrotic damage dealt, lasting until the target finishes a long rest.
- Thunder: The target must make a Strength saving throw. On a failure, it is pushed 30 feet away from you and knocked prone, as the force of the thunderous explosion throws it off balance. A flying creature falls to the ground and cannot fly until the end of its next turn.
- Radiant: The target must make a Constitution saving throw. On a failure, it is blinded until the end of its next turn, as its vision is overwhelmed by the radiant light.
At Higher Levels: When you cast this spell using a 9th-level spell slot, the size of the energy ball increases, and it releases a shock-wave of magical energy upon impact. On a hit, the target takes an additional 3d10 damage of the chosen type, and all creatures within 20 feet of the target must make a Dexterity saving throw. On a failure, creatures take 6d10 damage of the same type and suffer the same effect associated with that type.
* - (a diamond worth at least 1000 gp)
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