Level
2nd
Casting Time
1 Action
Range/Area
120 ft. (15 ft. )
Components
V, S
Duration
Instantaneous
School
Evocation
Attack/Save
None
Damage/Effect
Wizard Spell Attacks

A wave of Arcane energy sweeps out from a point you choose within range. Each creature in a 15-foot radius sphere originating from the point must make a saving throw against your spell save DC. choose a damage type : Acid, Cold, Fire, Lightning, Poison, or Thunder.

Damage Options:

Acid:  Each target in the sphere makes a strength saving throw. On a failure,the target takes 2d10 acid damage and has disadvantage on all saving throws and ability checks until the start of your next turn.

Cold:  Each target in the sphere makes a strength saving throw. On a failure,the target takes 2d10 cold damage and has its reduced by 20 feet for 1 minute.This effect can't stack.

Fire:  Each target in the sphere makes a dexterity saving throw. On a failure,the target takes 2d10 fire damage and starts burning. A creature can stop burning by giving itself the prone condition or succeeding on a dexterity saving throw against your spell save DC.The save the target makes is Dexterity.

Lightning:Each target in the sphere makes a dexterity saving throw. On a failure,the target takes 2d10 lightning damage and is paralyzed until the end of your next turn.

Poison:Each target in the sphere makes a constitution saving throw. On a failure,the target takes 2d10 poison damage and has the poisoned condition for 1 minute.

Thunder:Each target in the sphere makes a constitution saving throw. On a failure,the target takes 2d10 Thunder damage and is pushed 20 feet away from the center of the sphere.

On a successful save, the creature only takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

When cast with a 3rd level spell slot, you gain the following damage options:

Radiant: Each target in the sphere makes a constitution saving throw. On a failure,the target takes 3d10 Radiant damage and Has the blinded condition for 1 round.

Necrotic: Each target in the sphere makes a constitution saving throw. On a failure,the target takes 3d10 Necrotic damage and its hit point maximum and its hit point maximum is decreased by an amount equal to half the damage taken.This lasts for 1 minute.

When cast with a 4th level spell slot, you gain the following damage options:

Bludgeoning, Slashing or Piercing: Each target in the sphere makes a charisma saving throw. On a failure,the target takes 4d10 bludgeoning, slashing or piercing damage and cannot regain hit points for 1 round.

Psychic: Each target in the sphere makes a wisdom saving throw. On a failure,the target takes 4d10 psychic damage and Has the Charmed condition for 1 round.

When cast with a 4th level spell slot, you gain the following damage option:

Force: Each target in the sphere takes 8d4 Force damage.

 

Spell Tags: Damage Control

Available For: Wizard

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