Level
1st
Casting Time
1 Action
Range/Area
Unlimited
Components
V, S, M *
Duration
1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect

Elemental Fusion Spell:

1st-level transmutation

Casting Time: 1 action

Range: Self or Touch (one weapon you are holding)

Components: V, S, M (a fragment of the element: burning coal, frozen tear, stone shard, or bottled wind)

Duration: 1 minute (no concentration)

 

You or your weapon instantly transforms into raw elemental matter, surging with temporary power. Choose an element and its form:

 

Fire:

 

Flame

  - Weapon: Your sword erupts into a roaring blaze, its flames lashing hungrily at the air.

    - Effect: Sheds bright light (20 ft.), deals +1d6 fire damage, ignites flammable objects.

  - Self: Your body becomes living fire, your eyes glowing coals and every motion trailing embers.

    - Effect: Unarmed strikes deal 1d6 fire damage; gain resistance to cold damage and shed dim light (10 ft).

 

Magma

  - Weapon: Molten rock drips from your weapon, hissing as it scorches the ground beneath you.

    - Effect: Deals +1d8 fire damage, but attacks against fire-resistant foes have disadvantage.

  - Self: Your skin cracks like cooled lava, revealing veins of molten rock beneath.

    - Effect: Unarmed strikes deal 1d8 fire damage and ignore fire resistance (not immunity).

 

Water:

 

Tidal

  - Weapon: Your weapon moves with the relentless pull of the tides, striking with ocean's crushing weight.

    - Effect: Gains finesse and +1d6 force damage; can push creatures 5 ft. on hit (Strength save to resist).

  - Self: Your body ebbs and flows like the shifting tides, liquid limbs moving with wave-like power.

    - Effect: Gain swim speed equal to your walking speed and can breathe underwater; unarmed strikes deal 1d6 force damage.

 

Ice

  - Weapon: Frost races across your blade, leaving a trail of jagged ice in its wake.

    - Effect: +1d8 cold damage, but cracks on a miss (disadvantage on next attack).

  - Self: Your body becomes a crystalline statue of living ice, semi-transparent and glittering, with frost swirling beneath your glassy surface.

    - Effect: Gain +1 AC (ice armor); unarmed strikes deal 1d8 cold damage.

 

Earth:

 

Stone

  - Weapon: Your weapon hardens into unyielding rock, its strikes landing like a landslide.

    - Effect: +1d8 bludgeoning damage (magical for overcoming resistance); weighs double (disadvantage on ranged attacks).

  - Self: Your skin turns to rough granite, muscles shifting like tectonic plates.

    - Effect: Resistance to nonmagical bludgeoning, piercing, and slashing damage; gain 5 temporary hit points.

 

Plants

  - Weapon: Thorned vines coil around your weapon, leaving behind serpent-like vines with each strike.

    - Effect: On hit, target makes STR saving throw (DC equals your spell save DC) or is restrained until your next turn.

  - Self: Your body transforms into a mass of living vegetation, with bark-like skin and leaves sprouting from your limbs as thorns erupt from your fingertips like claws, dripping with poison.

    - Effect: Your unarmed strikes deal 1d6 poison damage, and you regain hit points equal to the poison damage dealt on contact.

 

Air:

 

Storm

  - Weapon: Lightning arcs down your weapon's edge, thunder cracking with every swing.

    - Effect: +1d6 lightning or thunder damage (your choice when casting); targets struck by the weapon are knocked prone by a sudden gust of wind (no save).

  - Self: Winds whirl around you, your hair standing on end as static dances along your body.

    - Effect: Your movement speed doubles and you gain lightning-quick reflexes, making you immune to opportunity attacks when using the Disengage action.

 

Smoke

  - Weapon: Your blade dissolves into shadowy mist, reforming an instant before it strikes.

    - Effect: Deals +1d6 force damage and the target is automatically knocked prone, choking on inhaled smoke (no save).

  - Self: Your body transforms into tangible wispy smoke, constantly swirling between solid and gaseous states.

    - Effect: Resistance to nonmagical piercing, slashing, and bludgeoning damage. Attack rolls against you have disadvantage.

 

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for effects that deal +1d6 damage, or by 1d8 for effects that deal +1d8 damage, for each slot level above 1st.

* - (a fragment of the element: coal, small amount of water, smooth river stone, or single feather)

Available For: Bard Cleric Druid Paladin Ranger Sorcerer Warlock Wizard Artificer (Legacy) - Alchemist (Legacy) Fighter - Eldritch Knight Rogue - Arcane Trickster

The_Mad_Fatter

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