Level
2nd
Casting Time
1 Action
Range/Area
30 ft. (15 ft. *)
Components
S, M *
Duration
2 Rounds
School
Evocation
Attack/Save
DEX Save
Damage/Effect

You leap 15 feet directly up into the air, carried by a geyser of elemental power. While in the air this way, you are stationary, immobilized, and may act normally.
 
As a bonus action, while you are still in the air, you can guide the elements and yourself to fly back down in a straight line onto the ground at any space within range. When you land, any creatures within the chosen space are pushed back to an adjacent space of their choice. Additionally, all creatures within 15 feet of your landing spot must make a dexterity saving throw against your spell save DC. On a failure, they take 3d6 damage of a type you choose from the following list and suffer an affect corresponding to the chosen damage type. On a success, they take half damage of the chosen type and suffer no adverse effects.

Aqua (Cold)- Creatures affected are immobilized until the end of their next turn.

Ignis (Fire)- Creatures affected take an additional 2d4 fire damage at the start of their turns. They may end this affect by falling prone.

Fulgur (Lightning, Thunder)- Affected creatures become blinded until the end of their next turn.

Terra (Bludgeoning, Piercing)- Affected creatures have disadvantage on their next saving throw or attack roll.

Aer (Slashing)- You may move affected creatures in a straight line, up to 15 feet. You must move them onto an area strong enough to support their weight.

If the duration of this spell ends and you are still in the air, you gently fall to the ground, taking no fall damage.
-

* - (The charred scale of a jumping fish)

Available For: Artificer (Legacy) Druid Paladin Sorcerer

Landon_G

Comments

Posts Quoted:
Reply
Clear All Quotes