Level
5th
Casting Time
1 Action
Range/Area
Self (20 ft. )
Components
V, S
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect
Cold (...)

Note: This spell is equally considered both Conjuration and Evocation and can used in conjunction with features that use either school. For example this spell can reset a Conjurer's Benign Transposition or be combined with Evoker's Overchannel. This hybrid school nature grants a benefit that cannot be scaled normally so please check with your DM before using this spell.

You teleport to an unoccupied space you can see within 60 feet of you. You then release a wave of destructive energy. Choose the damage type: Fire, Cold, Thunder, Force, Lightning, Necrotic or Radiant. The energy will extend out from you in all directions to a radius of 20 feet, even against the floor. You are immune to the energy damage and the energy effects of this spell. See below for the damage and effect of the energy release and what saving throws creatures must make.

Fire : Scorching flames blast out dealing 6d10 fire damage. Creatures caught in the blast must make a Dexterity saving throw. On success they take half damage but on fail they take the normal damage and are set alight. Creatures set alight take 1d10 fire damage at the start of their turns until they or another creature within 5 feet of them use their action to put out the flames. Flammable objects are set alight as well.

Cold : Freezing frost and cold blast out dealing 6d10 frost damage against creatures caught in the blast. The creatures must make a Constitution saving throw. On success they take half damage but on failure they take the normal damage and their movement speed is reduced by 10 feet until the end of their next turn. All surfaces caught in the blast are covered by ice and sharp icicles becoming difficult terrain for 1 minute although it is not considered difficult terrain for you due to the spell protecting the caster from the harmful effects. Any water or freezable liquids caught in the blast area are instantly frozen into ice for 1 minute.

Thunder : A blast of powerful thundering sound is unleashed dealing 6d10 thunder damage to all creatures and objects caught in the blast. The creatures are pushed away 5 feet and must make a Constitution saving throw halving damage on success while those that fail take normal damage and are deafened for 1 minute. Creatures defeaned by this effect can repeat the saving throw at the end of their turns ending the defeaned condition on success.

Force : A wave of force is released to send everything flying. This wave deals 6d10 force damage to all creatures and 10d10 force damage to all objects caught in the blast. Creatures must make a Strength saving throw. Those that succeed take half damage and are pushed away 10 feet while those that fail take normal damage and are pushed away 15 feet and knocked prone.

Lightning : A blast of intense lightning is unleashed dealing 6d10 lightning damage to all creatures caught in the blast. The creatures must make a Dexterity saving throw. On success they take half damage but on failure they take normal damage and are paralyzed until the end of their next turn.

Necrotic : A black wave of death is released dealing 6d10 necrotic damage to all creatures and plantlife caught in the wave. The creatures must make a Constitution saving throw. On success they take half damage but on failure they take normal damage and are poisoned for 1 minute. Creatures that were poisoned can repeat the saving throw at the end of their turns ending the condition on success. Plant-based creatures have disadvantage on saving throws and they receive the maximum damage instead of rolling and they cannot repeat the save to end the poisoned effect. Non-creature and non-magical plants and natural flora in the blast wave just wither and die.

Radiant : A burst of radiant golden light is released dealing 6d10 radiant damage to all creatures caught in the burst. The creatures must make a Constitution saving throw. On success they take half damage but on failure they take normal damage and are blinded for 1 minute. Creatures that were blinded can repeat the saving throw at the end of their turns ending the condition on success. Undead creatures have disadvantage on the saving throws.

Due to the complicated nature of this spell it is more taxing to cast than normal. Once cast you suffer 1 level of Exhaustion for 1 minute after which the level of exhaustion fades away. Multiple levels of exhaustion accrued from multiple castings of this spell must fade out sequentially.

At Higher Levels: When you cast this spell at 6th level or higher you can increase the damage dealt by the initial blast by 1d10 for each level above 5th.

Spell Tags: Teleportation Damage Control Debuff Combat

Available For: Sorcerer (Legacy) Wizard (Legacy)

Cyb3rM1nd

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