Spell Description
When you cast this spell, you draw on, and infuse your very being, the essence of primordial flame, ice, stone or wind. You gain one of the following set of bonuses and abilities:
Flame. Flames race across your body, and you gain the following benefits:
You shed bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration.
You are immune to fire damage and have resistance to cold damage.
Any creature that moves within 5 feet of you or ends its turn there takes 1d10 fire damage.
You can use a bonus action to create a line of fire 30 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one.
Ice. Ice rimes your body, and you gain the following benefits:
You are immune to cold damage and have resistance to fire damage.
You can move across difficult terrain created by ice or snow without spending extra movement or risk falling.
The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
You can use a bonus action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Stone. Bits of rock spread across your body, and you gain the following benefits:
You have resistance to bludgeoning, piercing, and slashing damage from attacks.
You can use a bonus action to create a small tremor on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
Wind. Wind whirls around you, and you gain the following benefits:
Ranged weapon attacks made against you have disadvantage on the attack roll.
You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
You can use a bonus action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can select on additional set of bonuses per spell level above 6th (e.g. gaining both the benefits of primordial flame and ice).
Primordial Investiture
6th level, primal (evocation)
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Casting Time
1 action
Duration
1 hour (concentration)
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Range
Self
Components
V,S
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