2d12 when cast, can use a bonus action to cause 2d12 again on successive turns
Causes a random type of elemental damage:
Roll a d6:
1 - cold, additional 1 d6 cold damage and target loses 10 ft of movement unless or until they make con save against caster's spell DC
2 - radiant, additional 1 d6 radiant damage and target is blinded for their next turn unless they make con save
3 - Poisoned - additional 1d6 poison damage and target is poisoned for their next turn unless them make con saving throw
4 - thunder - additional 1d6 thunder damage and target is knocked prone unless they make con saving throw
5 - fire - additional 1 d6 fire damage and target loses their reaction this turn unless they make wisdom save
6 - psychic - additional 1 d6 psychic damage and target becomes frightened unless they make wisdom save
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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4/15/2025 2:01:25 AM
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3
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1
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1
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Coming Soon
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