Level
7th
Casting Time
1 Action
Range/Area
100 ft.
Components
V, S
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
None
Damage/Effect

At 7th level you can expend your magic to control the environment around you, turning it into a deadly arena. When you cast this spell choose one of these effects.

Hurricane: You conjure surging winds in the area that pushes everything in one horizontal direction that you choose when casting this spell. Every creature that starts or ends its turn in the area must make a STR saving throw, on a failed saving throw the creature is pushed 20 ft in the direction you chose and half as much on a successful one. If the creature being moved hits a wall due to this spell it takes 8d12 bludgeoning damage. Unsecured objects up to 1,000 pounds will be pushed 20 ft in the direction you chose, if the object hits a creature while it is being pushed it will deal 1d12 bludgeoning damage for every 100 pounds the object weighs, the area then becomes difficult terrain. As an action every turn you may change the direction of the winds. Any non-magical structures that are completely in the area are destroyed.

Earthquake: You cause the ground in the area to shake and crack apart. Every grounded creature that starts or ends its turn in the area must make a DEX saving throw or be knocked prone, the area then becomes difficult terrain. When you cast this spell you may make up to 3 fissures in the area, these fissures can be up to 25 ft long and 10 ft wide, these fissures can not be connected to each other, but may intersect, if a creature starts or ends its turn in one of the fissures it must make a DEX save or fall 50 ft down and take 8d12 bludgeoning damage. If a creature is in one of these fissures when this spell ends it takes 4d12 force damage and is pushed to the surface. Any non-magical structures that are completely in the area are destroyed.

Tsunami: You summon a huge wave of water that crashes down on everything in the area. Every creature in the area must make a STR saving throw, on a failed saving throw the creature takes 8d12 bludgeoning damage, is pushed back 10 feet and knocked prone, and the creature takes half damage and is not pushed back or knocked prone on a successful one, the area then becomes difficult terrain. As an action every turn you may cause a smaller tidal wave to crash through a 50 ft by 50 ft area you choose, if a creature is hit by this wave it must make a STR saving throw or take 4d12 bludgeoning damage and be knocked prone. Any non-magical structures that are completely in the area are destroyed.

Eruption: You cause the ground to split and spew out volcanic magma and ash that covers everything in the area. Every creature in the area must make a DEX saving throw, on a failed save the creature takes 8d12 fire damage, and half as much on successful one, anything flammable in the area catches on fire, the area then becomes lightly obscured and becomes difficult terrain. When you cast this spell you may create 3, 20 ft by 20 ft pools of magma in the area, if a creature starts or ends its turn in one it takes 4d12 fire damage. Any non-magical structures that are completely in the area are destroyed.

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

Glaceor

Comments

Posts Quoted:
Reply
Clear All Quotes