Energy Blast
Level 4 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
A blast of energy forming a 100-foot-long, 5-foot-wide Line shoots out from you in a direction you choose. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder. Each creature in the Line makes a Dexterity saving throw, taking 6d6 damage of the chosen type on a failed save or half as much damage on a successful one. Additionally, on a failed save, a creature suffers a different condition depending on the damage type chosen for the blast.
If the blast dealt Acid damage, the creature has the Blinded condition until the start of your next turn. If the blast dealt Cold damage, the creature has the Exhaustion condition until the start of your next turn. If the blast dealt Lightning damage, the creature has the Prone condition and cannot stand up until the start of your next turn. If the blast dealt Fire damage, the creature can’t move or take Reactions until the start of your next turn. If the blast dealt Poison damage, the creature has the Poisoned condition until the start of your next turn. If the blast dealt Thunder damage, the creature has the Deafened condition until the start of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 4.






