Energy Ball
Level 1 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Instantaneous
Your form a ball of energy and throw it at a creature within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of ball you create, and then make a ranged spell attack against the target. On a hit, the target takes 2d8 damage of the chosen type and must make a Constitution saving throw. On a failure, the target suffers a different condition depending on the damage type chosen for the energy ball.
If the energy ball dealt Acid damage, the target has the Blinded condition until the start of your next turn. If the energy ball dealt Cold damage, the target has the Exhaustion condition until the start of your next turn. If the energy ball dealt Lightning damage, the target has the Prone condition and cannot stand up until the start of your next turn. If the energy ball dealt Fire damage, the target can’t move or take Reactions until the start of your next turn. If the energy ball dealt Poison damage, the target has the Poisoned condition until the start of your next turn. If the energy ball dealt Thunder damage, the target has the Deafened condition until the start of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.






