Level
7th
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect

Description:
Elemental Chaos allows the caster to temporarily break the boundaries between the classical elements (earth, fire, water, air), creating zones of chaotic elemental fusion. These blended zones take on unpredictable properties, becoming both hazardous and beneficial depending on how the elements interact. The caster can manipulate the battlefield with constantly shifting elemental effects, making it difficult for enemies to adapt.


Effects of Elemental Chaos:

  1. Elemental Zones:
    Choose up to four 10-foot-radius spheres within range. These zones become chaotic elemental fusions where two or more elements blend and interact unpredictably. Roll on the table below to determine the type of elemental fusion for each zone:
d6 Elemental Fusion Effects
1 Fire + Earth (Magma) Creatures entering or starting their turn in the zone take 4d8 fire damage and must succeed on a Dexterity saving throw or become restrained in hardened magma.
2 Water + Earth (Mud) The area becomes difficult terrain, and creatures in the zone must succeed on a Strength saving throw or be knocked prone.
3 Air + Water (Storm) Creatures in the zone are subjected to a violent storm. They must succeed on a Strength saving throw or be pushed 20 feet in a random direction and take 3d10 lightning damage.
4 Fire + Air (Inferno) The zone becomes a swirling inferno, and creatures in it take 5d6 fire damage at the start of their turn. The intense heat also creates disadvantage on attack rolls made from within the zone.
5 Water + Fire (Steam) The zone fills with superheated steam. Creatures in the zone take 3d8 fire damage and 3d8 cold damage, and the area becomes heavily obscured.
6 Earth + Air (Sandstorm) The zone becomes a swirling sandstorm. Creatures in the zone have disadvantage on attack rolls, and any creature in the zone must make a Constitution saving throw or be blinded until the start of their next turn.

Each zone lasts for the duration of the spell or until you dismiss it as a bonus action.

  1. Elemental Surge:
    Once during the spell’s duration, you can cause an elemental surge within one of the zones. The zone becomes volatile, unleashing a powerful elemental burst. All creatures within the affected zone must make a Dexterity saving throw. On a failed save, they suffer 6d10 damage of the combined element type (such as fire and lightning for the Storm zone, or fire and cold for the Steam zone). On a successful save, they take half damage.

  2. Elemental Manipulation:
    As a bonus action on your turn, you can move any of the zones up to 30 feet in any direction, allowing you to continuously reshape the battlefield. Creatures already within a zone are moved with it but can make a Dexterity saving throw to avoid being dragged if they succeed, moving to the nearest edge of the zone instead.

* - (a small vial containing water, dust, ash, and a feather)

Available For: Wizard

BenjiDMLegge

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