Breaking the sphere in your hand, you are surrounded by a 15-foot radius crackling sphere of chaotic arcane energy. The sphere is centered on and moves with you. Whenever another creature ends its turn in the sphere or enters the sphere for the first time on a turn, they make a Dexterity saving throw or take 3d8 + 2d6 damage on a failed save, or half as much on a successful one. Choose one of the d8s whenever you deal damage. The number rolled on that die determines the type of the damage dealt, as shown below.
d8 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Poison |
7 | Psychic |
8 | Thunder |
If you roll the same number on both d6s, the creatures dealt damage suffer an additional effect depending on which number is rolled. A creature which succeeded on the initial Dexterity saving throw does not suffer this effect.
d6 | Additional effect |
---|---|
1 | Each affected creature must succeed on a Consitution saving throw or be stunned until the end of its next turn. |
2 | Each affected creature must succeed on a Strength saving throw or be pushed back a number of feet equal to 1d4 x 5. |
3 | Each affected creature must succeed on a Wisdom saving throw or take an additional 1d10 force damage. |
4 | Each affected creature must succeed on a Dexterity saving throw or be knocked prone. |
5 | Each affected creature must succeed on an Intelligence saving throw or subtract 1d4 from the next saving throw it makes before the end of your next turn. |
6 | Each affected creature must succeed on a Charisma saving throw or subtract 1d4 from the next attack roll it makes before the end of your next turn. |
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, each target takes 1d8 extra damage of the type rolled for each slot level above 3rd.
Love the concept! Since I'm not subscribed to DDB, I'm going to transcribe it onto a blank homebrew spell by copying and pasting. Don't worry, I won't submit it.