You create a momentary portal to one of the elemental plains, or the negative energy plain, around you. This causes energy from that plain to expload outwards from you, damaging anything around you. The specific effects vary depending on the plain.
Fire: All creatures within 120 feet of you must make a dexterity saving throw, or take 22d6 fire damage, and be knocked 60 feet back. All creatures within 360 feet of you automatically take 3d6 fire damage, and all flammable objects are ignited. Huge or gargantuan creatures are not allowed the dexterity saving throw.
Lightning: All creatures within 180 feet of you must make a dexterity saving throw or take 22d6 lightning damage. Should a creature fail, they must also make a constitution saving throw, becoming stunned for one round on a failure. Huge or gargantuan creatures are not allowed the dexterity saving throw.
Cold: All creatures within 120 feet of you must make a constitution saving throw or take 22d6 cold damage. They must also make a strength saving throw or be frozen in place and restrained for the next two rounds, taking an additional 6d6 cold damage at the start of their next turn.
Earth: All creatures within 120 feet of you must make a strength saving throw or be thrown 90 feet into the air, and take 22d6 bludgeoning damage (half on a save success). Huge or Gargantuan creatures are not thrown into the air.
Negative Energy: All creatures within 360 feet of you must make a constitution saving throw or take 15d6 necrotic damage (half as much on a successful save). Creatures slain by this damage rise the next turn as shades. These shades are not under the caster’s control, and will attack anyone they can see.
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