You create a storm of energy on an area in a 20-foot radius Sphere centered on a point within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of storm you create. Each creature in the Sphere makes a Constitution saving throw, taking 5d8 damage of the chosen type on a failed save or half as much damage on a successful one. A creature also takes this damage if it enters the Sphere or ends its turn there or if the Sphere moves into its space. A creature takes this damage only once per turn.
On your later turns, you can take a Magic action to teleport the Sphere up to 30 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
(Original homebrew by Inspired Arcana)
* - (a diamond worth 50+ GP)Previous Versions
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12/2/2024 3:17:44 AM
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12/31/2024 12:50:43 AM
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12/31/2024 1:27:12 AM
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