D&D Beyond Drops
Level 3 Evocation (Bard, Cleric, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (a mixture of water and powdered silver)
Duration: Instantaneous
You channel energy from the Astral Sea to unleash a torrent of magic from yourself. Choose Cold or Radiant for the type of energy channeled. Each creature in a 30-foot Cone originating from you makes a Dexterity saving throw. On a failed save, the target takes 4d10 damage of the chosen type and suffers an additional effect determined by the damage type:
- Cold Damage. The target has Disadvantage on the next D20 Test it makes before the end of your next turn.
- Radiant Damage. The target has the Blinded condition until the end of your next turn.
On a successful save, the target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.