Hands of Elements (5e Spell)
Choose acid, cold, fire, lightning, or thunder. Until the spell ends, you can use an action to hurl a blast of energy of the chosen type up to 120 feet. Each creature in a 10-foot-radius sphere must make a Dexterity save, taking 4d6 damage on a failed save, or half as much on a success.
4th-level Evocation | |
Casting time: | 1 bonus action |
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Range: | Self |
Components: | V, S |
Duration: | Concentration, up to 1 minute |
At Higher Levels. The damage increases by 1d6 for each slot level above 3rd.
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