TEXT: PRIMORDIAL TIDES 
  7th-level evocation (Druid, Sorcerer) 
  Casting Time: 1 action 
  Range: Self (60-foot cone) 
  Components: V, S 
  Duration: 3 rounds 
  You release a blast of chaotic magic that washes out from you 
  in a 60-foot cone. Until the spell ends, ground in the area is 
  difficult terrain, and at the end of each of your turns a wave of 
  elemental energy pulses through the area, targeting each 
  creature in the area with a magical effect. The effect is 
  different each round: 
  • Round 1. Targets must make a Constitution saving throw. 
  On a failure, a target takes 7 d6 cold damage and its speed 
  is reduced by 20 feet until the next pulse. On a success, a 
  target takes half damage and its speed is not reduced 
  • Round 2 Targets must make a Strength saving throw. On 
  a failure, a target takes 4d6 lightning damage and 3d6 
  thunder damage and is knocked prone. On a success, a 
  target takes half damage and isn't knocked prone. 
  • Round 3. Targets must make a Dexterity saving throw. On 
  a failure, a target takes 7 d6 fire damage and is lit ablaze. 
  Until someone takes an action to douse the fire, the target 
  takes 1d10 fire damage at the start of each of its turns. On 
  a success, a target takes half damage and is not lit ablaze. 
  At Higher Levels. When you cast this spell using a spell 
  slot of 8th level or higher, the fire, cold, and lightning damage 
  dealt all increase by ld6 for each slot level above 7th. 
  BY BENEVOLENT EVIL (@Evi!Benevolent) 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/D&D Unleashed/Previews from The Elements & Beyond/D&D Unleashed -- Primordial Tides (1p0).pdf