You cast the spell on a point you can see within range. A swirling storm errupts from that point in a 10ft radius, kicking up dirt and small stones with it. Roll 1d8 to determine the damage type. Any creature caught within the storm, or who starts their turn within it, must make a Dexterity Sav equal to your spell sav DC. Creatures take 3d8+8 dmg on a failed sav, and half as much damage on a successful one. At the start of your turn you may use your bonus action to move the storm, any new creatures just entering the area must make the Dexterity sav. At the beginning of each turn, you may reroll the 1d8 to change the damage type.
1= Psychic
2= Acid
3= Fire
4= Lightening
5= Cold
6= Radiant
7= Force
8= Necrotic
* - (A small satchel filled with pearls, sulphur)
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