Level
2nd
Casting Time
1 Action
Range/Area
120 ft. (5 ft. )
Components
V, S, M *
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Additional

Elements shift from a medium or larger source of fire, air, water, or earth that you can see within range to a 5-foot radius sphere centered on a point both within range and 60 feet of that source.

When you channel fire from open flames or lava and a creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw or take 2d8 fire damage. Additionally, the fire sheds bright light in a 20-foot radius and dim light for an additional 20 feet and ignites any flammable objects in the area that aren't being worn or carried.

When you blow air from gusting winds and a creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw or take 2d8 lightning damage and be blown 10 feet away from the spell’s point of origin.

When you draw water from a puddle, river, lake, ocean, rain, snow, or ice and a creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw or take 2d8 cold damage and be knocked prone.

When you move earth from dirt, rock, stone, or minerals covered by no more than grass or moss and a creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw or take 2d8 bludgeoning damage. Additionally, the ground in a 10-foot radius sphere centered on the spell’s point of origin becomes difficult terrain.

On a successful save, a creature takes half as much damage and is not blown back or knocked prone.

If you draw from a huge or larger uncontrolled fire; storm or lightning; waves, waterfall, or blizzard; or metal mineral deposits or precious gems the damage die becomes a d12 for this casting. On each of your turns after you cast this spell, you can use an action to move the beam up to 120 feet. If you move the element more than 60 feet from its source creatures within it must immediately make a saving throw against it and the spell ends. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area and flammable or otherwise able to be harmed by that element.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

* - (a medium or larger source of fire, air, water, or earth)

Spell Tags: Damage Control Utility Environment

Available For: Druid (Legacy) Sorcerer (Legacy)

17Haru17

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