You throw the pieces of the terrain and you make triangle with your hands andthe materials slowly vanish. Then a Blast of energy made from the materials is shot at a creature within 30 feet of you. The appearance of youe magic looks like a mirror of your souroundings but without any creatures or structures. Deal effects and damadge equal to your terrain (structures do not count). Arctic: 1d4 cold damadge, is petrified in ice (ice is unbreakable but target still takes damadge) and must make a constitution saving throw of 8 (on their turn) or take 1d4 bludgeoning dmg to escape effect. Coast/Sea: 1d4 bludgeoning damadge and is pushed back 1d4 x 5ft (in the same direction as you shot it) ; It and anything it hits takes 1d4 bludgeoning damadge. Desert:1d4 radiant damadge and the opponent must make dexterity saving throw of 1d4 + 8 or be blinded for 1d4 - 2 turns (mininum 1 turn). Forest: deal 1d4 piercing or bludgeoning damadge and heal that damadge to your self. Mountain/cave/Volcanic: deal 1d4 bludgeoning damadge and 1d4 -2 (Mininum 0)Thunder (fire if Volcanic) damadge to any creature in a 1d4 +1 radius. Swamp/Marshes: deal 1d4 poison damadge and they are poisoned until they take a rest or are cured, and if are already poisoned, then they take 1d4 acid damadge.UnderDark: deal 1d4 necrotic damadge and must make a wisdom saving throw of 8 + 1d4 or be deafened frightned of any of it's enemies for 1d4 - 2 turns (mininum 1 turn).Other: 1d4 damadge of the DM's choice and an effect of the DM's choice.
At higher levels, all 1d4 rolls are changed with the according dice: 5th=1d6, 7th=1d8, 11th=1d10, 14th=1d12
* - (a piece of the terrain you are in (ex. a twig, rock, bark for a forest))