Elemental Bolt (5e Spell)

You fire a bolt of raw elemental energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 damage of a damage type of your choice of acid, cold, fire, force, lightning, poison, psychic, or thunder. In addition, if the attack hits, the target suffers an additional effect based on the damage type chosen.

AcidIf the target is wearing armor, it must succeed on a Dexterity saving throw or the armor takes a cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. Penalties inflicted by this disappear after 1 hour.
ColdYou may create an ice pillar in an unoccupied space within 10 feet of the target. The pillar is 1 foot wide, 10 feet tall, and 1 foot thick. The pillar has AC 10, 10 hit points, vulnerability to fire damage, and immunity to cold, poison, and psychic damage. The pillar disappears after 1 minute.
FireThe target takes 1d6 extra fire damage.
ForceThe target must succeed on a Strength saving throw or be knocked prone.
LightningThe target must succeed on a Constitution saving throw or be paralyzed until the end of their next turn.
PoisonThe target must succeed on a Constitution saving throw or be poisoned for 1 minute.
PsychicThe target must succeed on a Wisdom saving throw or take 2d6 extra psychic damage.
ThunderThe target must succeed on a Wisdom saving throw or be frightened for 1 minute.
Elemental Bolt
2nd-level Evocation
Casting time: 1 action
Range: 60 feet
Components: V, S, M (an 8-sided prism)
Duration: Instantaneous, see text

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.


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