Select an element either
Lightning
Thunder
Fire
Water
Ice
Acid
Holy
Necrotic
Whichever element is chosen the caster gains resistance to that type of damage.
There are three attacks,
(Elemental) smash,(6d12+15) an orb that has a 15 foot raidius from the place it is cast, creatures in that raidius must succeed a dex save to take half damage.
(Elemental) wall, (5d10+10) create a wall that extends to the bounderies of the room, if you are outside extend to a maximum of 100 feet tall and 100 feet wide. The wall deals damage to anyone who touches it. Projectiles cannot pass through and only a strength check of 20 or higher may pass through, or a dexterity check of 22 or higher can run through. Requires concentration to maintain, no other abilities may be activated by the caster whilr this spell is active.
(Elemental) reaper (6d12+40)create a elemental version of the casters most used weapon, it takes the form of being 30 feet tall and 3 feet wide. It appears either above the casters head or out-streched to the side. This spell condences all of the remaining energy of the spell. As a bonus action the caster can sacrifice any amount of remaining spell slots to add an additional 1d12 to the spell. If the spell doesn't meet the creatures AC then spell slots can also be burned to raise the rolled hit die by one per spell slot.
While take over is in effect the caster has a fly speed equal to double their walking speed.
Melee attacks also gain 2d10 (elemental)damage
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