You channel natural energy through your body, and cast one of four different version of this spell. If an Eladrin was to cast this spell, the effect would match that of their current season.
- Spring: A creature of your choice that you can see within 60 feet regains Hit Points equal to 8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot increases the healing by 8 for each spell slot level above 1.
- Summer: You exhale fire at a target within 30 feet of yourself. The target makes a Dexterity saving throw, taking 4d6 Fire damage on a failed save, or half as much on a success. Using a Higher-Level Spell Slot increases the by 1d6 for each spell slot level above 1.
- Autumn: Target a creature or a plant within 30 feet. Non-undead, non-construct creatures make a Constitution saving throw, taking 4d8 necrotic damage on a failed save. Plant creatures have disadvantage on this save, and nonmagical vegetation in the area instantly withers and dies.
- Winter: Ice covers your body, and you gain the following benefits for 10 minutes:
- You are immune to cold damage and have resistance to fire damage.
- You can move across difficult terrain created by ice or snow without spending extra movement.
- The ground in a 10-foot radius around you becomes icy and difficult terrain for creatures other than you. Liquids within the radius freeze. The radius moves with you.
Once per week, using a standard spell slot, you can summon a roaring beam of primal seasonal energy in a line 5 feet wide and 120 feet long. The beam tears across space, shifting through the four seasons in an instant - bursting blossoms, blazing sunlight, swirling leaves, and chilling frost. All creature in the spell's path must make a Constitution saving throw. On a success, creatures are unaffected by the spell; otherwise, they take the full brunt of it’s effects.
When cast this way, the spell has the following effects:
- All creatures of your choice within 10 feet of the beam regain Hit Points equal to 8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot increases the healing by 8 for each spell slot level above 1.
- All creatures hit by the beam take 4d6 Fire damage. Using a Higher-Level Spell Slot increases the damage by 1d4 for each spell slot level above 1.
- All creatures hit by the beam have their strength sapped. They take 2d8 Necrotic damage and you heal by 1d8 for each creature hit. Using a Higher-Level Spell Slot increases the damage and healing by 1d8 for each spell slot level above 1.
- All creatures hit by the beam take 2d6 Ice damage, and have their speed reduced by half for 10 minutes. Using a Higher-Level Spell Slot increases the damage by 1d6.
Regardless of how many creatures are affected, you suffer two levels of Exhaustion after casting the spell in this way.
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