BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Elemental Rift - 4rd Level

4th Level Conjuration

At a point you choose within range, elemental energy bursts from the area. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. For each target, roll a d4 ato determine which plane's energy affects it.   1. Air. On a failed save, the target takes 6d6 lightning damage and can't take reactions until the start of its next turn. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.   2. Earth. On a failed save, the target takes 6d6 acid damage and is restrained until the end of its next turn. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.   3. Fire. On a failed save, the target takes 7d6 fire damage and takes an additional 2d6 fire damage at the start of its next turn. On a successful save, the target takes half as much of the initial damage only.   4. Water. On a failed save, the target takes 8d6 cold damage and its speed is reduced by 10 feet until the start of your next turn. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.
Casting Time: 1 action
Range: 120 feet (20ft spere)
Components: V, S, M (originator stone)
Duration: Instantaneous

Comments

Please Login in order to comment!