Level
9th
Casting Time
1 Action
Range/Area
Self
Components
S
Duration
Concentration 10 Minutes
School
Evocation
Attack/Save
None
Damage/Effect

Invoke the 4 elements you surround yourself with swirling wind, spinning rocks, a spiral of water, and a torrent of flames.

While you are concentrating you have the following abilities

- You may not be hit with ranged weapon attacks, and Melee weapon attacks have disadvantage against you (Wind)

- You have resistance to bludgeoning, Slashing, and Piercing Damage (Earth)

- Any creature who enters within 10 ft of you must make a Strength saving throw or be pushed back 10 feet by an aquatic Whip (water)

- You are immune to fire damage and resistant to cold damage (fire)

You also have the following mobility advantages

- You have a flying speed of 60 ft (wind)

- You may breath underwater and have a swim speed of 60 feet (water)

- Your attunement to the earth beneath your feet gives increases your walking speed by 10 ft if you are in direct contact with unworked stone or dirt. (earth)

- You may move through lava and flames as though those obstacles were not there (fire)

You may choose to end this spell early. If you do expel all of your elemental energy from you elemental aura. Make a spell attack roll against a target within 120 ft range. 

When you make the attack the target and all creatures between you and the target in a 5ft cube line must make a dexterity saving throw. If they fail they take 6d6 bludgeoning damage and are knocked prone from a tidal wave attack, if they succeed there is no damage.

If your spell attack hits the target takes 8d8 bludgeoning damage the the target and all creatures with a 20 ft radius of the target must make a dexterity saving throw against spell DC. on a failed save the they take 8d8 fire damage, or half on a success.

Each creature within a 20 foot radius of the target must then make a strength saving throw. They must make this throw even if the attack missed unless the attacker rolls a natural 1. If they they are thrown 100 ft into the air and then fall to the ground taking 1d4 bludgeoning damage for each 10 ft they fall. Slow fall may not be used to reduce this damage and the targeted creature looses flying (if they failed the saving throw).

Available For: Bard (Legacy) Wizard (Legacy) Cleric (Legacy) - Nature Domain (Legacy) Sorcerer (Legacy) - Storm Sorcery

Majinpiell

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