Level
2nd
Casting Time
1 Bonus Action
Range/Area
Self
Components
V, S
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
None
Damage/Effect

You conjure orbs of energy in your hand each turn of different kinds that you can continually lob at your enemies. When you cast this spell and at the beginning of your turn roll 1d8 to determine the type of damage the orb deals for the round as listed below. As an action you can make a ranged spell attack against a target within 60ft of you. On a hit a creature takes 2d6 damage of a type determined by the d8 roll made previously. Additionally each other creature within 5ft of the target must make a Dex saving throw or suffer 1d6 of the same type of damage.

1)Fire, 2)Cold, 3)Acid, 4)Lighting, 5)Poison, 6)Thunder, 7)Force, 8)Necrotic

 Heightened: When you cast this spell using a spell slot of 3 or higher increase the damage by 1d6 for each slot level above 2

Available For: Sorcerer (Legacy) Wizard (Legacy)

a20anda1

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