A frigid globe of cold energy and a burning globe of red energy streaks from your fingertips to a point of your choice within range, where they fuse and explode in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 5d6 cold damage and 5d6 fire damage. On a successful save, it takes half as much damage.
You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch yet has an odd warmth, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
* - (a small red crystal sphere)Previous Versions
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10/24/2024 5:55:19 PM
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