Level
8th
Casting Time
1 Action
Range/Area
150 ft. (5 ft. )
Components
V, S, M *
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Fire (...)

Six swirling plumes of elemental destruction and smoke fill 6 5-foot-radius Sphere's centered on any points within range. The plumes’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it. The elemental plumes are as follows,  A flaming plume dealing 3d6 fire, a storming plume dealing 1d20 lighting, a corrosive plume dealing 4d4 acid, a icy plume dealing 2d10 cold, a toxic plume dealing 2d12 poison, and a final plume of earthly magic that heals all creatures within for 2d8. The created plumes may not overlap but may be adjacent.

When a plume appears, each creature in it makes a Dexterity saving throw, taking associated elemental damage or healing based on the plumes damage type on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.

As long as you maintain concentration on this spell you have resistance to Fire, Cold, Lighting, Acid, and Poison damage.

One plume of your choice moves 10 feet in a direction you choose at the start of each of your turns. If the spell was cast using a 9th level spell slot you may instead move any number of plumes at the start of each of your turns.

* - (A small ember, pebble, cup of water, or bottle of poison )

Spell Tags: Healing Damage Control Elemental

Available For: Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy) Druid Sorcerer Wizard Cleric - Tempest Domain (PHB)

ChronosVortex

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