Area Of Effect: 20 ft Radius Sphere
When you learn this spell, select 1 of the following elements.: Fire, Lightning, Cold, Poison, Necrotic, or Radiant.
Effect: You conjure a ball of elemental energy of the chosen type and your hand and hurl it to a point you can see in range. Creatures in the affected area must make a Dexterity Saving throw against your spell save dc. This spell Deals 6d6 damage of the chose damage type and applies one of the following effects on a failed save (half damage and no effect on save):
Fire: Unequipped Flammable Objects Catch Fire and the target takes 2d6 bonus fire damage
Lightning: The Target is knocked prone and loses their bonus action on their next turn.
Cold: Target's movement speed is reduced by half for one round
Poison: they take 1 additional 1d4 damage on each of their turns, they can use their bonus action to make a constitution saving through against your spell save dc to end this effect.
Necrotic: The Target has disadvantage on all STR, CON, and attack Rolls until the end of their next turn.
Radiant: The Target Is Blinded until the end of their next turn
When casting this spell at higher levels: Add 1d6 Damage Per Spell Level Above Third, And For The Chosen Damage Type Apply The Appropriate Modified Secondary Effect.
Fire: At 5th, 7th, and 9th Levels Bonus damage increases to 3d6, 4d6, 5d6 respectively
Lightning: At 7th level, Targets are Stunned until the end of their next turn.
Cold: at 6th level moment falls to 0.
Poison increases its damage over time at 4th, 6th, and 8th spell level to 1d4, 3d4, 4d4 damage per turn.
Necrotic: At 5th The target gains 1 level of exhaustion
Radiant: at 6th level the target is also deafened, and at 8th level the target is also silenced.
* - ( An Elemental Gem Of A Matching Damage Type Worth At Least 5 Gold. This Material Is Not Consumed.)
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