You unleash a devastating burst of elemental energy, drawing on the raw power of the natural world. Choose a point you can see within range. Each creature in a 20-foot radius centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 6d6 damage of a type of your choice (fire, cold, lightning, or acid) and is affected by an additional effect based on the damage type chosen:
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Fire: The creature is set on fire, taking 1d6 fire damage at the start of its next turn until it uses an action to extinguish the flames.
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Cold: The creature’s movement speed is reduced by 10 feet until the end of its next turn.
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Lightning: The creature is stunned until the end of its next turn.
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Acid: The creature takes 1d6 acid damage at the start of its next turn.
On a successful save, the creature takes half as much damage and isn’t affected by the additional effect.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
* - (A gem fragment and a drop of each elemental essence)Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/11/2026 8:39:05 PM
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3
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0
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1.0
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Coming Soon
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