A blast of natural energy provided by the ambient itself is manifested in a 15 ft. cone. Each target must roll a saving throw, preventing half of the damage and all the secundary effects of the spell on a sucessful save. The atribute of the saving throw, damage, damage type and secundary effects of the spell depend on the environment the caster is in (the effect of the spell in the world is also mentioned):
Arctic: CON saving throw; 2d8 cold damage; The target is incapacitated until the end of its next turn. (A blizzard-like strong blow)
Coastal: STR saving throw; 4d6 bludgeoning damage; The target is knocked prone. (A quick but powerful wave)
Desert: CON saving throw; 2d8 fire damage; The target gains one level of exhaustion. (A cone of heated and sandy air)
Forest: DEX saving throw; 4d4 piercing damage; Subtract 1d6 from the target's attack roll until the start of your next turn. (A subit plant growth)
Grassland: DEX saving throw; 2d12 bludgeoning damage; The target can't teleport or become invisible my magic means for 1 minute. (A blow of magical leaves and dirt)
Hill: STR saving throw; 4d6 bludgeoning damage; The target is knocked back to the spell's maximum range. (A minuscule earthquake)
Mountain: DEX saving throw; 2d8 bludgeoning damage; The target becomes vulnerable to cold damage for a minute, unless its immune to it. If it is immune to cold damage, it becomes resistant to it instead. (A burst of icy rocks)
Swamp: DEX saving throw; 2d4 acid damage; At the end of the next 6 rounds, the target takes an additional 1d4 acid damage. (A quick wave of acid)
Underdark: WIS saving throw; 2d8 necrotic damage; The target is blinded for 2 turns. (A magical darkness evocation)
Underwater: STR saving throw; 2d8 bludgeoning damage; The target is knocked back 5 ft. and is stunned until the begining of its turn. (A strong tidal wave)
Urban: Use the status of the environment the urban center is in.
The DM can make slight adjustements on the effect. For example, if the mountain is a vulcano, the cold vulnerability should become a fire vulnerability. If the swamp is dead and haunted by spirits, it could deal necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can choose the effect of any environment you have ever visited, no matter yours. If the material of the effect doesn't exist on the current environment, you evoke it out of nothing.
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