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Wrath of the Lich King D&D 5e Campaign

Elemental Upheaval

7TH CONJURATION CONCENTRATION

Casting Time: 1 action

Range/Area: 120 feet 20-foot-radius, 30-foot-high cylinder

Components: V, S

Duration: Concentration, up to 1 minute

Description: 20-foot-radius, 30-foot-high cylinder   You call upon one of the four elements to overwhelm an area you can see within range.   Choose:   Earth   Fire   Water   Air   The chosen element manifests throughout the area for the duration.   The area is considered magical terrain created by elemental spirits.   Earth — Sundering Ground   The earth fractures and heaves violently.   The area becomes:   difficult terrain   When a hostile creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw.   On a failed save, it takes:   4d8 Nature damage   and is knocked:   prone   On a successful save, it takes half as much damage and is not knocked prone.   A creature knocked prone by this spell must spend:   15 feet of movement   instead of 5 feet to stand while inside the area.   Fire — Raging Inferno   Elemental fire consumes the area.   When a hostile creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw.   On a failed save, it takes:   6d8 Fire damage   On a successful save, it takes half as much damage.   A creature that fails the save also burns until the start of its next turn.   While burning, it cannot benefit from invisibility.   Nonmagical flammable objects in the area may ignite.   Water — Frozen Deluge   A violent torrent of supernatural water and freezing spray fills the area.   When a hostile creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw.   On a failed save, it takes:   4d8 Frost damage   and its speed becomes:   10 feet   until the start of its next turn.   On a successful save, it takes half as much damage and its speed is reduced by 10 feet instead.   The area is lightly obscured by rain, mist, and freezing spray.   Air — Tempest   Violent winds and lightning tear through the area.   When a hostile creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw.   On a failed save, it takes:   5d8 Lightning damage   and you may move it up to:   10 feet   in any horizontal direction.   On a successful save, it takes half as much damage and is not moved.   Additionally, hostile creatures within the area:   cannot take reactions   A creature can take damage from Elemental Upheaval only once per turn.

Available For: Shaman

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