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.
Comments