You unleash a burst of elemental energy that you draw from the environment around you. Choose one of the following elemental effects when you cast the spell:
-
Earth Shard: Conjure jagged rocks that shoot up from the ground in a 10-foot radius centered on a point you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 piercing damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
-
Aqua Surge: Summon a wave of water to crash down in a 10-foot radius centered on a point you can see within range. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is pushed back 10 feet. On a successful save, the creature takes half as much damage and isn't pushed back.
-
Flame Jet: Erupt a burst of flames in a 20-foot line, 5 feet wide, emanating from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage. On a successful save, the creature takes half as much damage.
-
Tempest Strike: Call down a bolt of lightning to strike a point you can see within range. Each creature within 5 feet of that point must make a Dexterity saving throw. On a failed save, a creature takes 2d6 lightning damage. On a successful save, the creature takes half as much damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
* - (Pinch of dust and a drop of water)Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/11/2026 8:39:09 PM
|
3
|
1
|
1.0
|
Coming Soon
|
Comments