You fling the material component to a point within range. The component is destroyed and you choose one of the following effects:
- A line of intense lightning and battering wind 10 feet wide originates at your position and blasts outward to the chosen point.
- A cylinder of intense lightning and battering wind 40 feet in diameter and 50 feet high materializes at the chosen point.
Creatures who begin their turn in the area or enter it must make a Dexterity saving throw, taking 5d6 lightning damage and 5d6 thunder damage on a failed save or half as much on a successful one. A creature cannot take this damage more than once per round. On round 2 the damage is reduced to 4d6/4d6 and on round 3, 3d6/3d6. Any creature who takes damage from the spell must also make a successful Strength saving throw or be pushed 15 feet away from the spell’s origin.
Creatures moving within the spell’s area must spend 2 feet of movement for every 1 foot they move. Ranged attacks that cross the spell’s area are made at disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, each damage type increases by 1d6 for each slot level above 6th.
*Adapted from AD&D 2nd Edition Pages from the Mages.
* - (a piece of amber amber worth 10 gp)Previous Versions
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