Level
Cantrip
Casting Time
1 Bonus Action
Range/Area
30 ft.
Components
V
Duration
Instantaneous
School
Evocation
Attack/Save
None
Damage/Effect

The raw power of nature is channeled through you, will it favour you though?

When cast roll on the table to see the effect.

Roll Effect
01 Light: A wave of light washes over the target, dealing 1d12 Radiant Damage
02 Light: The target erupts in a bright light and receives 1d10 Hit Points of healing.
03 Fire: The target is overwhelmed by a instantaneous pillar of flame, dealing 1d12 Fire Damage
04 Fire: The target gains a fiery aura around them, until the start of your next turn the targets attacks will deal an extra 1d6 Fire Damage
05 Earth: The targets body starts to turn into stone, the target must make a Constitution Saving Throw against your Spell Save DC or be petrified until the end of your next turn. 
06 Earth: A layer of sedimental stone covers your targets body, any damage they receive until the end of your next turn is reduced by your Proficiency Bonus.
07 Water: A wave slams into your target, They take 1d4 Bludgeoning Damage and  they must make a Strength Saving Throw against your Spell Save DC or be pushed away from you by 10 feet
08 Water: A pure blue water seeps into the targets body from the ground, the target is cured of all Conditions that are currently affecting them.
09 Wind: A small gale surrounds the target, reducing their movement to 0 until the start of your next turn.
10 Wind: A breeze surrounds the targets feet, making their steps lighter, until the start of your next turn, the target can dash once as a free action.
11 Forest: Vines creep out of the ground, wrapping around the targets body. The target must make a Dexterity Saving Throw against your Spell Save DC or be Restrained until the end of your next turn.
12 Forest: Sweet smelling flowers bloom in a radius of 10 feet around your target, each creature who starts their turn or ends their turn in this area is healed for 1d4 Hit Points. The flowers wilt away ending the effect at the start of your next turn.
13 Lightning: A lightning bolt extends from you to your target dealing 1d6 Lightning Damage, if there is a creature within 10 feet of the target, the bolt will bounce. This will continue until it can't bounce again, once struck by the bolt, a creature can not be hit again. This will not hit the caster, as it originated from them.
14 Lightning: The targets body surges with electricity, allowing them to make an extra Attack Action on their next turn.
15 Ice: The target succumbs to a frigid wind and struggles in the freezing temperature. The target must make a Constitution Saving Throw against your Spell Save DC or gain a stack of exhaustion
16 Ice: A frosty shield surrounds the target, giving them Temporary Hit Points equal to your level.
17 Metal: A frying pan drops from the sky, hitting your target on the head. The target must make a Constitution Saving Throw against your Spell Save DC or be knocked unconscious until the start of your next turn.
18 Metal: A liquid metal forms over your target, granting them Damage Resistance to Bludgeoning Damage, Piercing Damage and Slashing Damage until the start of your next turn.
19 Dark: You become intimidating to the target as it sees you as a void of darkness. The target must make a Wisdom Saving Throw against your Spell Save DC or become Frightened and must spend its next turn dashing away from you.
20 Dark: The target gains clones that appear in its square from its shadow, any attacks on the target until the start of your next turn are at Disadvantage

 

The spell can affect more than one creature when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. You can target  same creature or at different ones. Make a separate roll on the table for each use.

Previous Versions

Name Date Modified Views Adds Version Actions
7/18/2021 12:15:54 AM
2
0
--
Coming Soon
6/27/2022 8:22:47 AM
5
0
--
Coming Soon
10/10/2022 8:39:59 AM
9
1
--
Coming Soon
9/30/2023 5:10:44 AM
10
0
--
Coming Soon

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Sorix

Comments

Posts Quoted:
Reply
Clear All Quotes