The caster summons a huge concentration of elemental energy around themself, unleashing nature's wrath on everything nearby.
When the spell is cast and at the beginning of the caster's turn, all creatures other than the caster within the range of the spell must make a Con save, on a failure they have the following effects, on a success they take half damage.
The caster may choose up to 5, 10 feet spheres within the area of the spell to not be affected by its effects as safe zones. The area of the spell follows the caster but the safe zones other than the one surrounding the caster do not move, if a save zone completely exits the area of the spell a new one can be created by the caster to replace it.
- Gusts of wind cause flying creatures to take 3d6 Bludgeoning damage and are forced to move 50ft toward the ground and separately deals 2d6 damage to creatures on the ground.
- A huge wildfire causes all creatures within 10ft of the ground to take 4d6 Fire Damage.
- Storm clouds cause thunder dealing 2d6 Thunder damage to all creatures in the area.
- Lightning strikes deal 6d6 Lightning damage to up to 5 enemies of the caster choice, they must then make a Dex saving throw, on a success they take half damage.
- Acid rain causes d6 persistent Acid damage to all creatures in the area, the effect ends once the spell does or once they make the Con save.
- Freezing winds blow and deal 2d6 Cold damage to creatures on the ground, and cause flying creatures to take 3d6 Cold damage.
- An earthquake deals 4d6 Bludgeoning damage to all creatures on the ground and moves them d4x5 feet in a random direction and knocks them prone in the fail the Con save.
- Giant waves deal 4d6 Bludgeoning damage to all creatures in the water and move them d4x5 feet in a random direction.
A swirling wall of magical wind is created around the safe zones and in a 10 ft radius around the caster, inside is not effected by the stated effects, any creatures attempting to pass through must make a Con save, on a failure they take 3d6 Bludgeoning damage, their movement is stopped and they are pushed back 5 feet, on a success they still take full damage but pass through, ranged attacks, spells, and AOE effects cannot pass through unless the spell or a spell affecting the weapon is 5th level or higher, they cannot pass through the wall surrounding the caster, nor can spells be cast inside of the area if the caster trying is outside of the area, if the caster is attacked or takes any actions, bonus actions, or reactions, other than to sustain the spell, while the spell is happening the spell immediately ends.
* - (500 GP worth of magical crystals witch are consumed on casting.)
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