Energy Wave
Level 6 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
You unleash a wave of raw energy. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 6d8 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 wave.
If the wave dealt Acid damage, the creature has the Blinded condition until the start of your next turn. If the wave dealt Cold damage, the creature has the Exhaustion condition until the start of your next turn. If the wave dealt Lightning damage, the creature has the Prone condition and cannot stand up until the start of your next turn. If the wave dealt Fire damage, the creature can’t move or take Reactions until the start of your next turn. If the wave dealt Poison damage, the creature has the Poisoned condition until the start of your next turn. If the wave 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 1d8 for each spell slot level above 6.






