You call forth the power of the elements into a focused bolt of energy that is unleashed at a creature that you can see within range. You determine the damage type of the energy based on the environment you are currently in (referred to as geomancy damage), then make a ranged spell attack against the target. On a hit, the target takes 1d4 geomancy damage, and loses any immunity or resistance to the damage type taken until the end of your next turn.
If the creature takes any damage of the same element as your geomancy damage before the end of your next turn, it takes an extra 1d8 geomancy damage and regains its resistances and immunities to the damage type taken.
Use the following list to determine the damage of your geomancy, based on your current environment:
- Arctic: Cold
- Coast: Lightning
- Desert: Fire
- Forest: Poison
- Grassland: Lightning
- Mountain: Cold
- Swamp: Poison
- Underdark: Acid
- Urban: Thunder
If more than one environment is clearly applicable, you may choose which element to use.
This spells creates more than one bolt when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt. If any feature or ability would increase the damage of this cantrip, the increase is only applied to the first bolt launched.