You reach out to the Elemental Planes, dragging them closer in order to shape the landscape in an up to 1-mile radius sphere around you. You establish the radius of the spell when you cast it, and it remains anchored to where you cast it for the duration. Choose earth, fire, water, air, ice, acid, or poison when you cast this spell to determine the nature of the plane you draw on. When you cast this spell, and using an action on subsequent turns until the spell ends, you can cause one of the following effects to occur, provided you are in the area of the spell:
Walls. You create up to four segments of wall attached to solid ground in unoccupied places you can see within the area. The walls are made out of the element of your choice, although mixed with elements of the terrain that was around the walls when they were raised for structural stability. Each segment can be up to 10 feet tall and wide, and can be up to 2 feet deep. You can orient the walls however you choose, and crudely shape it, within the size constraints above. Each segment is an object that can be damaged and breached. It has an AC of 15, and 100 hit points. You describe how the wall is created, and its appearance, but its statistics remain the same no matter its form. The wall lasts until its segments are destroyed.
Obscuring Weather. The weather within the area shifts to match the elemental plane you drew upon. Any number of 5-foot squares that you can see within the area become your choice of Heavily Obscured or Lightly Obscured. This weather condition persists for 6d10 hours after this spell ends, until you take this action again, or until it is dispersed by a strong wind.
Deadly Environment. Each creature within the area must make a Dexterity saving throw or Constitution saving throw (your choice), or take 1d4 damage, choosing from acid, cold, fire, lightning, thunder, poison, bludgeoning, piercing, or slashing damage (your choice) as the elements assault it. You must choose the same options for every creature.
Difficult Terrain. The area becomes difficult terrain until the start of your next turn. You can choose to affect either the air, the land, bodies of water, or any combination of them. If you take this action for 5 rounds, the changes last until dispelled.
Spikes. Up to twelve spikes burst from points you can see within the area, oriented however you like. Each spike is made of the element of your choice, and is 5 feet in diameter and up to 20 feet long. You can choose to force any creature in an area where the spikes appeared to make a Dexterity saving throw, taking 2d10 damage, choosing from acid, cold, fire, lightning, thunder, poison, bludgeoning, piercing, or slashing damage (your choice) on a failure. Regardless of whether you force a saving throw, any creature in the way of the spikes is pushed to one end, or to the side (their choice). A creature is always pushed to the end if they fail their saving throw. The spikes vanish at the end of your turn.
This spell can't overlap with the area of any spells or abilities, such as Mordenkainen's Private Sanctum, that prevent planar travel. This spell simply has no effect in the overlapping area.
Comments