Elemental Burst

1st-level evocation (Artificer,Druid,Sorcerer,Wizard)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (varies, see description)
  • Duration: Instantaneous

You release the magical energy from one of the elements in an explosive burst. The material component of this spell depends on the element: burning incense for air, soft clay for earth, sulphur and phosphorus for fire, water and sand for water, or any kind of vegetable matter for wood.

When you cast this spell, you choose a point within range that contains one of the following five elements of your choice: air, earth (which includes soil, metal, or stone), fire, water, or wood. That material releases its elemental energy. Each creature within a 15-foot cone emanating from that point must make a saving throw. The victim takes 2d6 damage on a failed save, or half as much damage on a successful one.

The type of saving throw required and damage inflicted depend on the element, as determined by the following table:

Element Type Saving Throw Damage Type
Air Dexterity Lightning
Earth Strength Acid
Fire Dexterity Fire
Water Constitution Cold
Wood Constitution Poison

In addition to taking damage, each creature that fails its saving throw suffers an additional effect, depending on the element type. These effects are detailed below, along with descriptions of each element's exact effect:

Air. There is a sudden flash of light and peal of thunder as a gust of wind whips up out of nowhere, heavy with static electricity that shocks those nearby. Creatures that fail their save are knocked prone. Objects that aren't being worn or carried become electrified, inflicting 1d6 lightning damage on the next person who touches them within the next minute.

Earth. Clumps of metal and rock spray out, oozing a corrosive substance. Creatures who fail their save are pushed back 10 feet away from the point at the center of the effect, as are objects weighing less than 100 lbs. that aren't being worn or carried.

Fire. The fire shoots out glowing sparks. It ignites flammable objects in the area that aren't being worn or carried, and creatures who fail their save take an additional 1d6 damage at the beginning of their next turn.

Water. Icy water pushes out in a freezing wave that crashes into those nearby. Creatures who fail their save reduce their speed by half until the end of their next turn, and objects weighing less than 100 pounds that aren't being worn or carried are pushed back 15 feet away from the point at the center of the effect.

Wood. The element throws off sharp slivers of the same material as itself, infused with a poisonous sap. Creatures who fail their save cannot take reactions until the end of their next turn. Against objects, this effect inflicts piercing damage instead of poison.

The explosive noise of this spell can be heard up to 100 feet away. The spell does not noticeably affect the structure of any object that is the source of the elemental effect, unless it is an object that is not being worn or carried. If that is the case, the object suffers the same 2d6 damage as a creature that failed its saving throw.

At Higher Levels. When you cast this spell using a 2nd level or higher spell slot, the damage increases by 1d6 for each slot level above 1st.