You create swirling elements which are air, earth, fire, lightning and water and hurl from your hand to one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage , 1d10 bludgeoning damage (earth) , 1d10 slashing damage(air), 1d10 lightning damage, 1d10 cold damage (water). Each element has its own damage type and effect. Only one effect each time you cast this spell activates which is the effect of most damaging elements'. If two or more types equal at most damage all max damaging effects activates at the same time.
Fire: Target creature must make a Dexterity saving throw. The fire ignites all flammable objects and the target on a failed save. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Water: Target creature must make a constution saving throw. On a failed save, the targets' speed is reduce by 15 feet. This effect lasts untill the end of your next turn.
Air: Target creature must make a strenght saving throw. On a failed save the target pushed back 10 feet away from you in a direction following line.
Earth: Target creature must make a strenght saving throw. On a failed save the target is knocked prone.
Lightning: Target must make constution saving throw. On a failed save the target has disadvantage on his next attack.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increase by 1d10 in the element type you choose.
* - (A symbol of five elements)Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/29/2024 11:33:15 PM
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5
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1
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1.0
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Coming Soon
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