Level
2nd
Casting Time
1 Action
Range/Area
50 ft.
Components
V, S
Duration
Instantaneous
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Combat (...)
Tendrils of dark energy similar to that of Void erupt from your hand to batter anything up to 50 feet in one direction. Each creature in the tendrils or within 5 feet of the side of the tendrils make a Dexterity Saving Throw. On a failed save, a creature takes 2d6 chaotic damage and has disadvantage on the next saving throw it makes against this spell. On a successful save, a creature only takes half damage and does not have disadvantage the next time it makes a saving throw against this spell.
At higher levels, you may choose to add 1d6 of damage or increase the total range of this spell by 5 ft for each spell slot level above 2.
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