A wave of elemental energy is released from the caster. The caster chooses 1 elemental type (Fire/Cold/Lighting/Thunder/Acid/Poison). Creatures within 30ft radius of the caster must make a Dexterity Saving Throw (Fire/Cold/Lighting) or Constitution Saving Throw (Thunder/Acid/Poison) or take 4d10 points of damage. On the Failed Save they get the following conditions:
Fire: (Immolation), creatures take additional 1d6 fire damage every turn, until they use an action to put the flames out or an ally assist
Cold: (Frozen Tracks), creatures cannot move, unless they use an action to remove the binding ice, or an ally assist.
Lightning: (Stunned lock), creatures cannot take reactions, until the start of their next turn.
Thunder: (Move *****, get out the way), Push all creatures 20ft away from the caster, knocking them prone.
Acid: (Chemical Peel), creatures take additional 1d6 acid damage every turn, until they use an action to scrape the acid off or an ally assist.
Poison: (Mustard Gas), creatures gain the poison condition and receive 1d4 poison damage every turn, until they succeed a con saving throw at the end of their turn.
Creatures that succeed on their initial saving throw take half damage and no condition.
At Higher Levels: Casting this spell above 7th level increases the damage by 1d10 and chooses additional conditions.
Created by The Arch Mage of The Never Ending Dungeon, Xelgadis Greystone
* - (Diamond)
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