You stretch out your hand and forcefully disrupt the elemental order at a point you can see within range. The targeted point must be within 5 feet of earth or stone. The earth or stone at that point violently cracks apart, dealing 5d6 bludgeoning damage to all creatures within 5 feet of the point unless they succeed on a Strength saving throw.
The shattered earth or stone then explodes into a roiling cloud of flame and cinder that deals 5d6 fire damage to all creatures within 5 feet of the point unless they succeed on a Dexterity saving throw.
The smoke and cinders then rapidly cool and swirl into a squall of ice shards and frigid wind that deals 5d6 cold damage to all creatures within 5 feet of the point unless they succeed on a Constitution saving throw.
Creatures that succeed on any of these saving throws take half damage from the respective effects.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage of each effect increases by 1d6 for each slot level above 6th.
* - (a cracked stone, a pinch of ash, and an ice crystal)Previous Versions
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