Elemental Blast
Level 2nd | Casting Time 1 action | Range/Area
60 ft
(5 ft)
| Components v, s |
Duration instantaneous
| School evocation | Attack/Save | Damage/Effect
...
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You release a blast of energy from one of the elemental planes. All creatures in a 5-foot radius sphere centered on a point in range must make a Dexterity saving throw or take 3d6 damage. The damage from this spell explodes (as long as you roll the maximum number on any dice, you can reroll it and add it to the total).
When you cast the spell, choose an elemental plane whose energy you call upon. This determines the spell's damage type, and it gains an additional effect depending on the chosen plane:
- Fire: (Fire damage) You can add your spellcasting modifier to the damage dealt by the spell.
- Water: (Cold damage) Creatures who fail their save have their movement speed reduced by 10 ft until the end of your next turn.
- Earth: (Bludgeoning damage) Creatures who fail their save are pushed 10 feet away from the caster.
- Air: (Lightning damage) Creatures who fail their save cannot take reactions until the end of your next turn.
At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each spell level above second.
druid sorcerer spellsword wizard