Spell Description
A surge of elemental energy swirls from you to a point you choose within range, causing elemental magic to go wild. Each creature in a 30-foot radius Sphere centered on that point makes a Constitution saving throw, taking 1d8 Fire, 1d8 Cold, 1d8 Acid damage or half as much damage on a successful save.
Spell Combo
- A creature that had taken damage from a Fireball spell after the end of your previous turn, takes an extra 5d8 Fire damage. This damage cannot be reduced or avoided, except with fire immunity (passing the save still halves it).
- A creature that had taken damage from a Glacier Bloom spell after the end of your previous turn, takes an extra 5d8 Cold damage and is Restrained until the start of your next turn.
- A creature that had taken damage from a Poisonball spell after the end of your previous turn, takes an extra 5d8 Acid damage and gains vulnerability to Poison damage until the end of your next turn.