Level
3rd
Casting Time
1 Action
Range/Area
150 ft.
(20 ft. )
Components
V, S
Duration
Instantaneous
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Fire
You release the wild energy built up inside of yourself. Each creature in a 20ft sphere must make a Dexterity saving throw.
When using this spell you must do one of the following:
- Roll a [roll]1d6[/roll] to determine what element the spell is
- Have your magic be in a state of chaos, allowing you to choose the element (you have already used Tides of Chaos).
- Expend a sorcery point to control which element the spell is
The effects of the ball are as follows:
- FireBall- [roll]8d6[/roll] Fire damage on fail, half damage on success
- ColdBall- [roll]6d6[/roll] cold damage on fail and reduce speed by half until start of your next turn, half damage on Success
- LightingBall- [roll]4d6[/roll] Lighting Damage on fail and Con Save against stun, Half damage on Success
- AcidBall- [roll]6d6[/roll] Acid Damage on Fail and reduce ac by 2 until start of your next turn if they are wearing metal armor, Half damage on Success
- PoisonBall- [roll]4d6[/roll] Poison Damage on Fail and Con save against poison, Half Damage on Success and con save against poison with advantage
- ThunderBall- [roll]6d6[/roll] Thunder Damage on Fail, Half damage on Success. damage is always doubled against structures
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