Spell Description
Level: 4th
School: Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small piece of obsidian, a shard of ice, and a spark of lightning captured in a vial)
Duration: Instantaneous
Classes: Sorcerer, Wizard, Bard, Merchant
Description: You unleash a burst of elemental energy, targeting up to three creatures you can see within range. Each target is affected by a different type of elemental damage. You can either choose the type of damage each target receives or roll 1d6 for each target to determine the type of damage randomly.
If you choose the damage type, each target must make a saving throw as detailed below, taking 8d6 damage on a failed save, or half as much on a successful save.
- Fire: Dexterity saving throw.
- Cold: Constitution saving throw.
- Lightning: Dexterity saving throw.
- Acid: Dexterity saving throw.
- Poison: Constitution saving throw.
- Force: Constitution saving throw.
If you roll randomly for the damage type, each target also suffers an additional effect based on the damage type rolled, if they failed the saving throw:
- Fire: The target is set ablaze, taking 2d6 fire damage at the start of of its next turn.
- Cold: The target's movement speed is halved and has vulnerability to cold damage until the end of its next turn.
- Lightning: The target is dazed and staggered, until the start of your next turn.
- Acid: The target's AC is reduced by 2 until the end of your next turn.
- Poison: The target is poisoned until the end of its next turn.
- Force: The target is pushed 10 feet away from you and knocked prone.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage for each target increases by 1d6 for each slot level above 3rd.
Created by Erika