Level
2nd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
None
Damage/Effect

You unleash a burst of elemental energy that you draw from the environment around you. Choose one of the following elemental effects when you cast the spell:

  • Earth Shard: Conjure jagged rocks that shoot up from the ground in a 10-foot radius centered on a point you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 piercing damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

  • Aqua Surge: Summon a wave of water to crash down in a 10-foot radius centered on a point you can see within range. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is pushed back 10 feet. On a successful save, the creature takes half as much damage and isn't pushed back.

  • Flame Jet: Erupt a burst of flames in a 20-foot line, 5 feet wide, emanating from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage. On a successful save, the creature takes half as much damage.

  • Tempest Strike: Call down a bolt of lightning to strike a point you can see within range. Each creature within 5 feet of that point must make a Dexterity saving throw. On a failed save, a creature takes 2d6 lightning damage. On a successful save, the creature takes half as much damage.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

* - (Pinch of dust and a drop of water)

Previous Versions

Name Date Modified Views Adds Version Actions
7/11/2026 8:39:09 PM
3
1
1.0
Coming Soon

Available For: Druid Wizard

Jack_The_Dungeon_Master

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