You create a swirling mass of eldritch energy in a 10ft radius area.
All creatures in the area must make a Dexterity saving throw. A creature also makes this throw if it enters the area on its turn.
A creature takes 4D10 force damage on a failed save, or half as much on a successful save.
Creatures within the area who failed the save have a disadvantage on attack rolls and saving throws while in the area.
You can use your bonus action on following turns to force creatures that are in the area to make the saving throw again, following the same success/fail damage rules.
When you first cast the spell, you can use your bonus action on that turn to designate a single creature who is immune to the spells effects. This immunity lasts until the spell ends.
You are immune to the spells effects.
At higher levels, the spell does an extra 1D10 damage for each level above 5th.
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