The Caster unleashes a violent burst of elemental energy into a square adjacent to them, affecting any creature within that square. The type of blast will determine the damage and any additional effects that the target suffers. The target get to make a Dexterity saving throw to reduce the damage dealt by half. Certain elemental effects are also avoided with a successful save
When the spell is prepared the caster chooses one of its possible energy types which determines, damage, special effects and casting time as follows
The spell's casting time changes based on circumstance the method of casting.
The spell when cast as prepared can be cast as a reaction to an incoming Melee attack of any type or to an enemy moving into any square adjacent to the caster
The spell when cast as prepared can be cast as a bonus action on the caster's initiative
The spell is cast an a type other than what was prepared can be cast as full action on the caster's initiative
1. Fire - 2d8 - objects not worn or carried are ignited
2. Air - 1d6 - You have resistance to the incoming attack
3. Earth - 1d8 - On a failed save the attacker is pushed back 5'. The square is filled with rock that grants cover until the start of the next turn. The attacker may still move on their action
4. Water 2d6 - On a failed save the attacker has disadvantage in their incoming attack. Open flames are extinguished
5. Lightning - 2d8 - On a failed save the attacker has their initiative reduced by 5 until the end of their next turn. This affects their current and next actions
6. Ice - 1d8 - On a failed save the attacker falls prone before attacking.
* - A hostile creature entering a square adjacent to the caster or making a Melee attack of any type against them
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