A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of elemental energy. Choose one of the following elements: fire, water, earth, wind. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 damage of the chosen type(s) on a failed save, or half as much damage on a successful one. The elemental energy spreads around corners and interacts with the environment according to its type:
| Element | Effect |
|---|---|
| Fire | Ignites flammable objects in the area that aren't being worn or carried. |
| Water | Extinguishes non-magical flames in the area and creates difficult terrain. |
| Earth | Creates difficult terrain and potentially buries small, unsecured objects. |
| Wind | Disperses gases or vapors and can extinguish small flames. |
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, you can choose an extra element for every two slot levels above 3rd (e.g., two elements at 5th level, three elements at 7th level, and so on).
* - (a tiny ball of bat guano and sulfur for fire; a small vial of water for water; a pinch of dust for earth; a feather for wind)
Previous Versions
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6/29/2024 9:15:35 AM
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6/29/2024 9:20:11 AM
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6/29/2024 9:20:21 AM
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8/2/2024 7:25:10 AM
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