```metadata title: Elemental Grounding description: '' tags: - Spell - 7th Level - Evocation - Druid - Sorcerer - Concentration systems: - 5e renderer: V3 theme: 5ePHB ``` {{quote The ground shook, and the tides reared fierce. From the very heart of this world a great fire shot forth, and from the furthest reaches the air, cold and bitter, reached out in embrace. The sky above could very well have fallen out of the sky that day, and none on the ground would have noticed. All present in that moment felt time freeze, as the quick and violent end was met for many. {{attribution Violet Hazzard, *Tales of Survivors*}} }} : #### Elemental Grounding *7th-level Evocation* **Casting Time:** :: 1 action **Range:** :: 90 feet **Components:** :: V, S, M (a rod of any precious metal, worth 100gp) **Duration:** :: Concentration, up to 1 minute **Classes:** :: Druid, Sorcerer You call upon the primordial powers to elementally charge an area. Choose a space within range; You create an area, up to 30 feet in diameter, that becomes elementally charged. When you cast this spell, choose one of the following: : **Air -** A wind storm forms in the circle that is an up to 30 feet wide, and 30 feet tall cylinder. Any creature that is huge or smaller that is in the circle when the wind storm is formed is immediately engulfed. Any creature within the wind storm is considered *restrained*, and takes 8d6 bludgeoning damage at the beginning of their turn. A creature within the wind storm can use their action to make a Dexterity or Strength check against your spell save DC, escaping the vortex on a success. Gargantuan creatures are immune to the *restrained* effect caused by this spell, but are affected by any bludgeoning damage cause by this spell. : **Earth -** *Choose one of the following:* *Rupture -* The ground within the circle erupts into massive, 50 foot tall spikes. Any creature within the circle when this spell is cast must make a Dexterity saving throw. On a failed save, the creature takes 10d8 piercing damage and is immediately forced to the nearest unoccupied space, outside of the range of this spell. On a successful save, the creature takes half as much damage. The area within the circle is impassible by any large or smaller creature via walking or other conventional means, and huge or larger creatures consider this area difficult terrain. The spikes created by this spell will remain after the duration of the spell is up. *This version of the spell only works on natural, non-magical surfaces.* *Implode -* The ground implodes, creating a sinkhole that is 30 feet wide, and up to 100 feet deep. Any creature in the circle when this spell is cast immediately falls into the hole. The hole created by this spell will remain after the duration of the spell is up. *This version of the spell only works on natural, non-magical surfaces.* : **Electric -** The ground becomes electrified within the circle. Any creature that starts their turn within, or enters the circle for the first time must make a Dexterity saving throw. On a failed save, the creature takes 10d8 lightning damage and is *stunned* until the beginning of their next turn, or half as much damage on a success and resists the *stun* effect. : **Fire -** The ground in the circle becomes engulfed in hellfire. Any creature that starts their turn in, or enters the circle for the first time, must make a Dexterity saving throw. On a failed save, the creature takes 10d8 fire damage, or half as much on a success. In addition, any creature that ends their turn within the circle must make a Consitution saving throw against your spell save DC, taking a point of exhaustion on a failed save. Any wood or other flammable material within the circle, that is not being worn or carried, will ignite. : **Ice -** A sudden flash of cold freezes everything in the area. Any creature in the circle when this spell is cast must make Constitution saving throw, taking 10d8 cold damage on a failure and becoming *restrained*, or half as much on a success, and resists the *restrained* effect. In addition, any creature that failed their save must make another Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, they temporarily turn to ice and are subjected to the *petrified* condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. The *petrified* condition ends once the duration is up, or if concentration is broken. : **Water -** A dome of water 30 feet tall engulfs the area, entombing every huge or smaller creature that is in the circle when this spell is cast in a raging torrent of water. The outside of the dome is a dangerous torrent, swirling at incredible speeds that damage and burn any who touch it. Any creature within the dome is considered *restrained*, and takes 4d8 force damage at the beginning of their turn. Additionally, all creatures within the dome can use their action to make a Dexterity or Strength check against your spell save DC to escape, taking 4d10 slashing and 4d10 fire damage on a failure, or half as much on a success and escaping the torrent. {{imageMaskEdge2,--offset:12%,--rotation:45 ![Arcturian](https://imgur.com/LUmlzT1.jpg){height:100%;opacity:15%} }} {{imageMaskEdge1,--offset:0%,--rotation:225 ![Arcturian](https://imgur.com/LUmlzT1.jpg){height:100%;opacity:15%} }} {{position:absolute;bottom:1px;left:-10px;widtch:auto; {{footnote *Background Art by Arcturian}} }} {{position:absolute;bottom:2px;Left:115px;width:20%;opacity: {{footnote *Created with The Homebrewery}} }} {{artist,bottom:60px,left:663px,opacity:.7 ##### Reforged Existence }} {{position:absolute;bottom:70px;Left:695px;width:auto;opacity:.4 ![Reforged Existence](https://imgur.com/SYsNpFT.jpg) {width:75px,mix-blend-mode:multiply} }}