A swirling storm of elemental energy is summoned in your hand, the type of energies present is determined by the gemstones used to cast the spell. You hurl the ball of energy towards a space you can see within range. Each target within 20ft of the space must make a dexterity saving throw or take 8d6 damage split between the damage types you have material components for, taking half damage on a successful dexterity save.
The damage from this spell harnesses the innate elemental magics stored in gemstones, as such different gemstones used as material components for this spell allow access to different damage types. Each gemstone used to cast the spell must be at least 50gp in value but is not consumed by the spells casting.
The gemstones you can use and their damage types are as follows; Ruby for fire damage, sapphire for lightning damage, diamond for cold damage, emerald for acid damage and jade for poison damage. You may allocate the 8d6 damage amongst these damage types however you see fit (for example 1d6 cold damage 4d6 fire damage and 3d6 lighting damage if using a Ruby, sapphire and diamond for the casting).
Casting at a higher level:
If this spell is cast at a higher level it gains an extra 1d6 damage to its damage pool per spell level above 3rd to be allocated as the caster chooses.
* - (A gemstone worth at least 50gp. Multiple gems allow for multiple damage types.)
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