Astral Flood

DND Beyond May Drops

Level
3
School
Evocation
Casting Time
1 action
Range
Self (30-foot cone)
Components
V, S, M (a mixture of water and powdered silver)
Duration
Instantaneous
Classes
Bard, Cleric, Sorcerer, Wizard

Description

You channel energy from the Astral Sea to unleash a torrent of magic from you in a 30-foot Cone. Each creature in the Cone must succeed on a Dexterity saving throw or take 4d10 Cold or Radiant damage (chosen when you cast this spell). Your choice of damage type determines an additional effect:

Cold Damage: The target has Disadvantage on the next D20 Test it makes before the end of your next turn.

Radiant Damage: The target can see only within 15 feet of itself, and it has the Blinded condition for everything beyond that distance until the end of your next turn.

Using a Higher-Level Spell Slot: The damage increases by 1d10 for each spell slot level above 3.