Choose acid, cold, fire, lightning, poison, or thunder damage. You channel elemental energy into a disk and toss it in a 60 feet long, and 5 feet wide line in a direction you choose. Each creature in the line must make a dexterity saving throw. A creature takes 5d6 damage of the chosen type on a failed save, or half as much damage on a successful one. You can choose to make the disk stop in place before it reaches the end of the line.
Once the disk reaches the end of the 60 feet line, or stops at a spot of your choice, it begins to spin in the air until the end of your next turn, afterwards it will return in a straight line to the location of the caster and the elemental energy dissipates. If a creature comes into contact with the disk while it is spinning or on its return trip, the creature must make the saving throw against the disk's damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
* - (a flat disk made of glass or crystal)
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