You build up energy in your palms for a turn, then on your next turn you release the energy in a 120 ft long by 15ft wide beam. The creatures within the area must make a DC 12 Dexterity Saving Throw, if saved the creature takes half damage. Any creature within the area takes 2d8 + 4d10 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below.
The player must then Save against a DC 17 Constitution saving throw or take two points of exhaustion.
If the player takes damage before this spell finishes you must save against a DC 15 Wisdom Saving Throw or lose the spell.
| d8 | Damage Type |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 | Lightning |
| 6 | Poison |
| 7 | Psychic |
| 8 | Thunder |
If you roll the same number on both d8s, the chaotic energy doubles in intensity causing an additional 2d10 damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, each target takes 1d10 extra damage of the type rolled for each slot level above 3rd.
* - (a lock of black hair, a dragon tooth, and a ruby worth 200gp.)Previous Versions
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2/4/2020 1:50:02 PM
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2/5/2020 4:33:39 PM
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2/15/2020 8:07:55 AM
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