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Elemental Exhalation

When you cast this spell, choose one of the following effects that determine the spell’s damage type:

Air. The damage type is Thunder. Each creature that fails the saving throw is pushed 10 feet away from you.

Coldfire. The damage type is Cold. Each creature that fails the saving throw has the Frightened condition until the start of your next turn.

Earth. The damage type is Bludgeoning. Each creature that fails the saving throw has its Speed reduced to 0 until the end of its next turn.

Fire. The damage type is Fire. Each creature that fails the saving throw is engulfed in flames and takes 2d6 Fire damage at the end of its next turn. As an action, it can extinguish fire on itself by giving itself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.

Water. The damage type is Acid. Each creature that fails the saving throw has the Prone condition.

Each creature within a 30-foot Cone of destructive elemental energy must make a Dexterity saving throw. On a failed save, a target takes 5d6 damage of the chosen type. On a successful save, the target takes half as much damage only.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

GH2 Player's Guide

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Related Discipline
Druid, Sorcerer
Related School
Evocation
Effect Duration
Instantaneous
Effect Casting Time
Action
Range
Self
Level
Level 3

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