Level
4th
Casting Time
1 Bonus Action
Range/Area
100 ft. (40 ft. *)
Components
V, S, M *
Duration
4 Rounds
School
Transmutation
Attack/Save
STR Save
Damage/Effect
Bludgeoning

Until the spell ends, you control one of 4 elements air, water, earth and fire. you can also touch a creature and imbue them with this. they do not need to be willing. while castings you need somatic movement. in order to cast one of the elements you need some of that element near you. a bonfire for a fire some stone for earth 

Earth

bonus action stone wall. create a 1 foot thick 8 foot tall 4 foot wide wall. it takes 35 Hitpoint's to destroy the wall. it is immune electricity and resistant to fire damage

action boulder Launch a large piece of rock at a target within 80 feet. they must succeed a dc 17 dex save or take 4d8 crushing damage

quick sand. choose a 20 by 20 foot square within 80 feet and make it difficult terrain

water

 bonus action Ice Spike launch a icicle at a target within 100 feet. upon hit deal 3d6 ice damage

action Waterbend move , freeze or shape 2 cubic feet of water within 50 feet of you. you can try to freeze a medium creature but they must fail a dc 15 dex save or be frozen for 1 minute and given the opportunity to make a dc 18 str save to break free. while frozen they cannot move or speak and any attack of 5 hp or more breaks the ice. any extra damage hits the creature.

Air

bonus action Flying gust. gain a 40 foot jump and 30 foot glide 

action Air punch launch forward a gust of air knock anything back within a 30 foot cone 40 feet back. up to 230 pounds with a dc 17 strength save they also take 2d6 thunder damage

Fire

action dragons breath out of your mouth you bellow a 20 foot cone of flame. any creature within this zone must succeed a dc 17 dex save or take 6d6+2 fire damage. half on a successful save. 

bonus action flaming dive kick jump up and fly into the ground launching gouts of flame in a 15 foot circle around you dealing 2d10+4 damage on a failed dc 17 dex save along with giving them disadvantage on hitting your allies and advantage on hitting you next round. it deals half that on a successful

* - (a flame bit of water stone or the air around you respectively)

Spell Tags: Control Movement Utility

Available For: Druid (Legacy) Wizard (Legacy) Warlock (Legacy) - The Genie Warlock (Legacy) - The Fathomless

Etron05

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