You will to lift a large boulder out of the ground and you use your weapon to hurl it at one creature or object within 120 feet of the boulder that you can see.
Make a spell attack against the target. On a hit, the target takes 3d10 bludgeoning damage and must make a Strength saving throw. On a failed save the target is pushed 15 feet away and falls prone. On a miss, the target takes half damage and is not knocked prone of pushed.
This spell deals double damage to dragons, objects and structures,
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:
- four Magma Mephits
- four Magmins
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a chill shield.