Generic Spells
One of the common things I see folks at my table and across the D&D Community looking for all the time is spells that better fit elemental archetypes beyond fire. It feels as if the fire spell list was completed, and everything else got a few leftovers. This is the complete list that gives each element it's own buffet.
You can simple reflavor fire spells suit your needs - if that works for and your table, great! However, in my experience over the years of doing exactly that, it tends to rob the elements of the last vestige of unique flavor, subtle differences, and as consequent the world setting which should feel deep, mysterious, and magical, starts to feel more game-like, more formulic.
In providing this wave of new spells and their possibilities, this document can help a world have that mystifying depth of magic that represents the true scope of elemental magic and the touch of the thousands of wizards that have come before leaving behind the research, a true basis and complete system of generic elemental magic.
Generic Spells License and Use
The new spells (marked with K) presented here are meant to be as generic, universal, and generally useful as possible, and consequently are created with the intention of open and free use.
Feel free to use them with or without credit for whatever you want. You can import them to your VTT of choice, you can include them in your supplements or character options or whatever you want to use them for.
My only goal here is to provide additional spells for 5e. If you want to credit or support me, I certainly welcome it, but do not require it.
This is a list of spells that do straight forward effects of the elements and only includes damaging effects. Some types of spells have control effects beyond their damaging application, but those are not recorded here, as this just focuses on an alternative to retheming the same fire spells for each damage type.
Fire
Fire spells are largely complete in the default list, and consequently get the fewest new items. Fire spells typically deal the most damage, and typically operate with consistent d6 dice, and sometimes ignite for additional damage. Generally feature dexterity saves.
| Level | Spells |
|---|---|
| Cantrips | create bonfire, firebolt, produce flame |
| 1st | burning hands, hellish rebuke |
| 2nd | aganazzar's scorcher, flaming sphere, scorching ray |
| 3rd | fireball, melf's minute meteors |
| 4th | fire shield, wall of fire |
| 5th | flame strike, immolation |
Acid
Widely features damage over time, acid deals damage with smaller initial damage and typically deals its damage in consistent d4s. Generally features Dexterity saving throws.
| Level | Spells |
|---|---|
| Cantrip | acid splash, primal savagery |
| 1st | caustic brew |
| 2nd | acid arrow |
| 3rd | erodeK |
| 4th | vitriolic sphere |
| 5th | acid rainK |
Cold
Cold spells deal less than other types of spells, often using d8 damage dice they tend to debuff the target, slowing them, restraining them, or leaving difficult terrain. They most often feature Constitution saves.
| Level | Spells |
|---|---|
| Cantrip | frostbite, ray of frost |
| 1st | arctic breathK, entombK, ice knife, |
| 2nd | cold snapK |
| 3rd | flash freezeK |
| 4th | ice storm, ice spikeK |
| 5th | cone of cold |
Earth
In the unusual position of dealing a physical damage type (bludgeoning) this type most often uses d10 damage and targets Dexterity saves, often having secondary elements knocking targets around, creating difficult terrain, or creating obstacles and cover.
| Level | Spells |
|---|---|
| Cantrips | magic stone |
| 1st | earth tremor |
| 2nd | earth rippleK |
| 3rd | erupting earth |
| 4th | orbital stonesK |
| 5th | fissureK |
Force
Force damage brings the ultimate in consistency, with most spells offering no save or attack roll, but consequently dealing only moderate but consistent damage with d4s.
| Level | Spells |
|---|---|
| Cantrip | force boltK |
| 1st | magic missile |
| 2nd | seeking orbK, star dustK |
| 3rd | aether lanceK |
| 4th | force bladeK |
| 5th | aether stormK, |
Lightning
Highly volitile damage spells, these often feature d12s with high variance, and sometimes come with powerful status effects, shocking targets or even stunning them, they come in a mix of Constitution and Dexterity saving throws.
| Level | Spells |
|---|---|
| Cantrip | shocking grasp |
| 1st | lightning tendrilK, |
| 2nd | crackleK, lightning chargedK |
| 3rd | electrocuteK, call lightning, lightning bolt |
| 4th | jumping joltK storm sphere |
| 5th | sky burstK |
Thunder
Exclusively area of effect spells, it tends to deal d8 damage dice, feature Constitution saves, and often have some element of knockback.
| Level | Spells |
|---|---|
| Cantrips | thunderclap |
| 1st | thunderpunchK, thunderwave |
| 2nd | shatter |
| 3rd | thunder pulseK |
| 4th | echoing lanceK |
| 5th | sonic shriekK |
Poison
Offering high damage with high limitations, poison spells typically target Constitution and deal high variance d12 damage, some having a chance to poison the target for an ongoing effect.
| Level | Spells |
|---|---|
| Cantrips | poison spray |
| 1st | bad bloodK, nauseating poisonK |
| 2nd | poison dartK, vicious vaporsK |
| 3rd | spider biteK, stinking cloud |
| 4th | stinging swarmK, poison puffK |
| 5th | cloudkill |
Water
Water spells conjure and forcefully manipulate water, using it as a medium to transfer kinetic energy, frequently moving targets or knocking them prone. They most often feature strength or dexterity saves, and use reliable d6 damage dice.
| Level | Spells |
|---|---|
| Cantrips | |
| 1st | crashing waveK, water blastK |
| 2nd | dancing waveK |
| 3rd | water cannonK |
| 4th | geyserK |
| 5th | pressure cutterK |
Wind
Spells that deal damage typically involve manipulating into intense bursts, blades of compressed force, or manipulating into creating dangerous vortexes. It tends to deal slashing damage with d8s and have Dexterity saving throws.
| Level | Spells |
|---|---|
| Cantrips | windborne weaponK |
| 1st | gale boltK |
| 2nd | hurricane slashK |
| 3rd | vortex blastK |
| 4th | aero barrageK, suffocateK |
| 5th | tornadoK |
Acid
Erode
3rd-level conjuration
- Classes: Occultist, Wizard
- Casting Time: 1 action
- Range: 20 feet
- Components: V, S
- Duration: Instantaneous.
You blast a target with a glob of acid. The target must make a Dexterity saving throw. On failure, the target takes 8d4 acid damage immediately and becomes covered in acid. On a success, the target takes half as much damage and is not covered in acid. While covered in acid, the target takes 2d4 acid damage at the end of each of its turns. The target or a creature within 5 feet of it can end this damage by using its action to clear away the acid.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 3rd.
Acid Rain
5th-level conjuration
- Classes: Druid, Occultist, Wizard
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S
- Duration: Concentration, up to 1 minute.
Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.
A creature takes 2d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action.
Cold
Arctic Breath
1st-level conjuration
- Classes: Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self (30 ft line)
- Components: V, S
- Duration: Instantaneous.
A line of freezing arctic wind 30 feet long and 5 feet wide blasts out 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 2d8 cold damage and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, a creature takes half as much damage and isn't slowed.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Entomb
1st-level transmutation
- Classes: Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute..
You attempt to encase a Medium or smaller creature you can see within ice. The creature must make a Strength saving throw or become restrained by ice for the duration. At the end of each of its turns, the target takes 1d8 cold damage and can make another Strength saving throw. On success, the spell ends on the target.
If the creature takes more than 5 fire or bludgeoning damage from a single damage roll while restrained, the ice breaks and the target is freed, ending the spell for the target.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Cold Snap
2nd-level evocation
- Classes: Sorcerer, Wizard
- Casting Time: 1 action
- Range: 90 ft (5 ft radius)
- Components: V, S
- Duration: Instantaneous.
A swirling burst of freezing wind erupts at a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and becomes stuck in the ice, reducing their movement speed on their next turn by 10 feet. On a success, the target takes half as much damage and is not stuck in ice.
The ground in the area is covered with slick ice and snow, making it difficult terrain until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Flash Freeze
3rd-level evocation
- Classes: Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self(30-foot cone)
- Components: V, S
- Duration: Instantaneous.
A freezing wind ripples outward. Each creature in a 30-foot cone must make a Constitution saving throw. On a fail save, a creature takes 4d8 cold damage and is restrained by ice until the start of your next turn. On a successful save, the target takes half as much damage and isn't restrained.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Ice Spike
4th-level evocation
- Classes: Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You create a lance of ice that shoot up from the ground to impale a creature within range. The target must make a Dexterity saving throw. The target takes 4d8 piercing damage and 4d8 cold damage on a failed save. The target takes only the 4d8 cold damage on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can create a second spike. When you cast this spell using a spell slot of 8th or 9th level, you can create a third spike. Additional spikes can target the same or different creatures.
Earth
Earth Ripple
2nd-level transmutation
- Classes: Druid, Occultist, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous.
You cause the earth to deform and ripple, a target creature must make a Dexterity saving throw or suffer one of the following effects (your choice):
- It is pulled into the earth, taking 1d8 bludgeoning damage and reducing its movement speed to zero until a creature spends an action to dig it free.
- It is slammed 5 feet in a direction of your choice by a wave of earth, taking 2d8 bludgeoning damage and being knocked prone.
- It is impaled by a spike of earth, taking 4d8 piercing damage.
Fissure
5th-level transmutation
- Classes: Druid, Sorcerer, Wizard
- Casting Time: 1 Action
- Range: Self (60 foot line)
- Components: V, S
- Duration: Instantaneous
You rend asunder the earth in a 60-foot-long 5-foot-wide line, targeting an area of dirt, sand, or rock at least 10 feet deep.
Creatures in that line must make a Dexterity save. On a failure, a creature falls into a suddenly opened crevice in the ground, falling into it before it snaps shut, crushing them. From the fall and crush, creatures that fail the saving throw take 6d10 bludgeoning damage. The creature is buried in 10 feet of rubble, and creatures without a burrowing speed require 30 feet of movement to extract themselves from the loose rubble to return to where they failed the saving throw. If they end their turn while buried, they take an additional 1d10 bludgeoning damage.
Orbital Stones
4th-level transmutation
- Classes: Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, Up to 1 Minute.
You lift three inanimate Small or Medium sized rocks or similar objects from within 10 feet of you, causing them to defy gravity and slowly circle you. With all three stones orbiting, you have three quarters cover. With at least one stone remaining, you have half cover.
As a bonus action while at least one stone remains in orbit, you can magically fling a stone at target within 60 feet. Make a ranged spell attack roll. On hit, the target takes 3d10 bludgeoning damage and is knocked backward 5 feet.
Stone Fist
1st-level transmutation
- Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 round.
You turn your hand and forearm (or similar appendage) to stone until the start of your next turn. As part of casting the spell, you can make a melee spell attack against one creature you can reach. On a hit, the target takes 2d10 bludgeoning damage.
Until the start of your next turn, you can use your reaction when you take slashing or piercing damage from an attack to gain resistance to damage from that attack.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Force
Aether Lance
3rd-level evocation
- Classes: Sorcerer, Wizard
- Casting Time: 1 Action
- Range: Self (30-foot line)
- Components: V, S
- Duration: Instantaneous
You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Aether Storm
5th-level evocation
- Classes: Sorcerer, Wizard
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute.
You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.
A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th.
Seeking Orb
2nd-level evocation
- Classes: Sorcerer, Wizard
- Casting Time: 1 Action
- Range: 5 feet
- Components: V, S
- Duration: Concentration, up to 1 minute.
You create a Tiny orb of pure arcane energy that hovers within range, and designate a target creature within 120 feet. For the duration of the spell, at the end of each of your turns, the orb grows larger and moves 30 feet directly toward the creature. If the orb reaches the target, it will detonate dealing 6d4 force damage and an additional 1d4 damage for each round since you cast the spell to the target. The spell ends after it deals damage. If the orb does not reach the target before the spell ends, it fades away without dealing damage.
Force Bolt
evocation cantrip
- Classes: Sorcerer
- Casting Time: 1 Action
- Range: 120 ft.
- Components: V, S
- Duration: Instantaneous
You hurl a mote of arcane energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 force damage.
This spell's damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).
Force Blade
4th level evocation
- Classes: Sorcerer, Wizard
- Casting Time: 1 bonus action.
- Range: Self (5 feet)
- Components: V, S
- Duration: Concentration, up to 1 minute.
You create an oversized blade of pure scintillating force energy in your hand. For the duration of the spell, as an action, you can sweep the blade through on target within reach, dealing 2d12 force damage.
Star Dust
2nd-level evocation
- Classes: Sorcerer, Wizard
- Casting Time: 1 Action
- Range: Self (30-foot cone)
- Components: V, S
- Duration: Instantaneous
You evoke a burst of brilliant particles of force energy sweeping out in a 30-cone originating from you. Creatures in the radius take 3d4 force damage and the next attack roll made against them before the start of your next turn has advantage.
Lightning
Shocked
Shocked is a pseudo condition used in many Lightning spells that stuns a target until the start of their next turn. This effectively means they cannot take reactions, are incapacitated (interrupting some effects such as concentration), automatically fail Strength and Dexterity saves, and attacks against them have advantage.
This is a very powerful condition, but far less powerful than stunning them until the end of the turn, which also makes them lose their action.
Shocked will always be described inline (as "shocking the target, stunning them until the start of the next turn").
Crackle
2nd-level evocation
- Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You create three arcs of lightning striking targets in range. You can direct them at one target or several.
Make a ranged spell attack for each arc. On a hit, the target takes 1d12 lightning damage. If three or more arcs hit a single target, they must make a Constitution saving throw or become shocked, stunning them until the start of their next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional arc for each slot level above 2nd.
Electrocute
3rd-level evocation
- Classes: Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous.
A massive arc of lightning leaps from your hand to a target you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 4d12 lightning damage and is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn't stunned.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Electrify
1st-level evocation
- Classes: Occultist, Sorcerer, Wizard
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: 1 round.
You channel lightning into your hands. The next time you hit a creature with a melee attack (including a melee spell attack) before the start of your next turn, the target takes 1d10 lightning damage and must make a Constitution saving throw. On a failed save, the target becomes stunned until the start of their next turn.
The spell ends after dealing damage, or at the start of your next turn, whichever occurs first. For the duration of the spell, you can cast the spell shocking grasp.
Lightning Charged
2nd-level evocation
- Classes: Inventor
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a piece of once used lightning rod)
- Duration: 10 minutes
You channel lightning energy into a creature. The energy is harmless to the creature, but escapes in dangerous bursts to other nearby creatures.
Every time that creature strikes another creature with a melee attack, a spell with a range of touch, is struck by another creature with a melee attack, or ends their turn while grappling or being grappled by another creature, they deal 1d6 lightning damage to that creature.
Once this spell has discharged 6 times (dealing up to 6d6 damage), the spell ends.
At Higher Levels: The spell can discharge damage 2 additional times (dealing 2d6 more total damage) before the spell ends for each slot level above 2nd.
Lightning Tendril
1st-level evocation
- Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
- Casting Time: 1 bonus action
- Range: 20 feet
- Components: V, S, M (a twig from a tree that has been struck by lightning)
- Duration: Concentration, up to 1 minute.
Crackling beams of blue energy leap from your hands. For the duration of the spell, as an action, you can direct them toward a creature within range, dealing 1d12 lightning damage to that creature.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 2d12 and the range increases to 30 feet. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 3d12 and the range increases to 60 feet. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d12 and the range increases to 120 feet.
Jumping Jolt
4th-level evocation
- Classes: Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous.
You release an arc of lighting at a creature within range. Make a ranged spell attack roll against the target. On hit, the target takes 4d12 lightning damage, and you can cause the spell to jump to another target within 20 feet of the first target making a new attack roll for each target. The spell cannot hit the same target twice, or jump to a target out of the spells range. The spell can jump a maximum of five times.
On a miss, the target takes half as much damage and the spell does not jump to a new target.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the starting damage increases by 1d12 for each slot level above 4th.
Sky Burst
5th-level evocation
- Classes: Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous.
Five bolts of lightning strike five points of your choice that you can see within range. Each creature within 5 feet of the chosen points must make a Dexterity saving throw. A creature takes 4d12 lightning damage on a failed save, or half as much on a successful one. A creature in the area of more than one lightning burst is affected only once.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can call down an additional bolt of lightning targeting another point within range for each slot level above 5th.
Poison
Bad Blood
1st-level necromancy
- Classes: Druid, Occultist, Warlock, Wizard
- Casting Time: 1 action
- Range: 60 ft
- Components: V, S, M (a piece of rotten meat)
- Duration: Concentration, up to 1 minute.
Targeting a creature you can see within range, you attempt to corrupt its blood. Creatures without blood are immune to this effect. The target must make a Constitution saving throw. On failure, they take 1d12 poison damage and become poisoned for the duration.
At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target, on failure; they take an additional 1d4 poison as the poison continues to ravage them.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional target for each slot level above 2nd. The targets must be within 30 feet of each other when you target them.
Nauseating Poison
1st-level necromancy
- Classes: Druid, Occultist, Warlock
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: 1 round.
You shroud your hand, a weapon you are holding, or a natural weapon in dark ichorous miasma. The next time you hit a creature with a melee attack (including a melee spell attack) before the start of your next turn, the attack deals an extra 1d12 poison damage and the target must succeed on a Constitution saving throw or be poisoned until the end of your next turn.
The spell ends after dealing damage, or at the start of your next turn, whichever occurs first.
Poison Dart
2nd-level transmutation
- Classes: Occultist, Warlock, Wizard
- Casting Time: 1 action
- Range: 60 ft
- Components: V, S
- Duration: Instantaneous.
You conjure a dart of pure poison and hurl it at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 3d12 poison damage and must succeed a Constitution saving throw or become poisoned until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
Poison Puff
4th-level transmutation
- Classes: Druid, Occultist, Warlock, Wizard
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: V, S
- Duration: 1 round.
You exhale a cloud of poison that magically expands to fill a 30 foot cone. Creatures in that area must make a Constitution saving throw. On a failure, they take 4d12 poison damage and become poisoned until the start of their next turn. On a success, the target takes half as much damage and is not poisoned.
The area is lightly obscured until the start of your turn, and any creature that ends their turn within the area takes 2d4 poison damage.
Stinging Swarm
4th-level conjuration
- Classes: Druid, Occultist, Warlock, Wizard
- Casting Time: 1 action
- Range: 60 ft
- Components: V, S
- Duration: Concentration, up to 1 minute.
You conjure a magical swarm of flying insects that fill a 5 foot cube within range. For the duration of the spell, the swarm is magically replenished and cannot be destroyed. As a bonus action, you can direct the swarm to move up to 30 feet. If the swarm enters another creature's space, it stops and swarms them, stinging repeatedly, and cannot be moved until the start of your next turn. The creature takes 2d4 piercing damage and must make a Constitution saving throw, taking 2d12 poison damage on failure.
Spider Bite
3rd-level transmutation
- Classes: Druid, Occultist, Warlock, Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You prick a target with a tiny magical fang of venom. Make a melee spell attack against a creature within reach. On a hit, the target takes 4d12 poison damage and must succeed on a Constitution saving throw or becoming poisoned for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the target is no longer poisoned.
If you miss your melee attack roll, you can concentrate (as if concentrating on a spell) to maintain the attack for another attempt until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Vicious Vapors
2nd-level transmutation
- Classes: Druid, Occultist, Warlock, Wizard
- Casting Time: 1 action
- Range: 60 ft
- Components: V, S
- Duration: Concentration, up to 1 minute.
You fill the air with poisonous vapors in a cube 5 feet on each side. A creature must make a Constitution saving throw when it enters the spell's area for the first time on their turn or starts its turn there. On a failed save, they take 1d12 poison damage and become poisoned until the end of their next turn. On a successful save, they take half as much damage and do not become poisoned.
You can move the cloud of vapors up to 20 feet as a bonus action during your turn.
Thunder Spells
Echoing Lance
4th-level evocation
- Classes: Occultist, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute.
You emit a targeted burst of intense sonic energy at a target within range. The target must make a Constitution saving throw. On failure, they take 3d8 thunder damage and become deafened and stunned for the duration by the intense sound. On a successful save, the target takes half as much damage and is not stunned.
At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target; on failurem they take an additional 1d8 thunder from the echoes within their mind.
Sonic Shriek
5th-level evocation
- Classes: Bard, Occultist, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self(120-ft cone)
- Components: V, S
- Duration: Instantaneous.
You emit a sonic blast covering a huge area. Each creature in a 120 foot cone must make a Constitution saving throw. On a failed save, a creature takes 6d8 damage and is deafened if they are within 60 feet of you, or 3d8 damage if they are further than 60 feet from you. On a successful save, a creature takes half as much damage. The spell emits a ringing shriek audible out to 300 feet in the direction cast.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Thunder Pulse
3rd-level evocation
- Classes: Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self(15-foot cone)
- Components: V, S
- Duration: Concentration, up to 1 minute.
You gather sonic energy and can expel it in shockwaves for the duration. Until the spell ends, you can use an action to emit a shockwave in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 3d8 thunder damage and being knocked 10 feet away from you on a failed save, or half as much damage and not being knocked away on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Thunder Punch
1st-level evocation
- Classes: Sorcerer, Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous.
You charge your hand (or similar appendage) with thunder power. Make a melee spell attack against the target. On a hit, there is a thunderous crash audible from up to 300 feet of you and the target takes 3d8 thunder damage, and is knocked 10 feet away from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Water
Crashing Wave
1st-level conjuration
- Classes: Druid, Sorcerer, Wizard.
- Casting Time: 1 Action
- Range: Self (15 foot cone)
- Components: V, S
- Duration: Instantaneous
A wave of water sweeps out from you. Each creature in a 15-foot cone must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked 10 feet away from you. If a creature is knocked into a wall, another creature, or fails by 5 or more, it is additionally knocked prone. On a successful save, the creature takes half as much damage and is not knocked back. If you have a source of water at least 5 cubic feet within 5 feet when you cast the spell, you can displace that water, increasing the range of the spell to a 25 foot cone.
At higher levels: When you cast this spell using a spell lot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.
Dancing Wave
2nd-level conjuration
- Classes: Druid, Occultist, Sorcerer, Wizard.
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute.
You summon a surging mass of water into existence at a point on the ground within range. The mass of water remains cohesive filling a 5 foot radius, though only rises 3 feet from the ground. The area is difficult terrain for any creature without a swimming speed.
For the duration of the spell, as a bonus action you can move the wave of water up to 30 feet along a surface in any direction. The first time the wave enters any creature's space during a your turn, they must make a Strength saving throw or take 1d6 bludgeoning damage and be knocked prone. A creature automatically fails the saving throw against this spell if they are prone.
Geyser
4th-level conjuration
- Classes: Druid, Sorcerer, Wizard.
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You cause a massive eruption of water to blast upwards from the ground at a point within range. Creatures within 10 feet of the point must make a Dexterity saving throw or take 4d6 bludgeoning damage and be knocked 60 feet into the air. On a successful save, creatures take half as much damage, and are instead knocked their choice of 10 feet away from the point or 10 feet upward.
Pressure Cutter
5th-level conjuration
- Classes: Sorcerer, Wizard.
- Casting Time: 1 Action
- Range: Self (60 foot line)
- Components: V, S
- Duration: Instantaneous
You unleash a blast of highly pressurized water in a 60-foot-long 15-foot-wide line, slashing through everything in its path. Each creature in the line must make a Dexterity saving throw, taking 10d6 slashing damage on a failure. On a successful save, a creature takes half as much damage.
At higher levels: When you cast this spell using a spell lot of 6th level or higher, the damage increases by 1d6 for each level above 5th.
Water Blast
1st-level conjuration
- Classes: Druid, Occultist, Sorcerer, Wizard.
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You conjure a ball of water before hurling it at a target. Make a ranged spell attack against the target. On a hit, the target takes 3d6 bludgeoning damage and if it is Large or smaller must make a Strength saving throw or be knocked prone.
At higher levels: When you cast this spell using a spell lot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.
Water Cannon
3rd-level evocation
- Classes: Druid, Occultist, Sorcerer, Wizard.
- Casting Time: 1 Action
- Range: Self (30 foot line)
- Components: V, S
- Duration: Instantaneous
You unleash a spout of water that blasts out in a line 30-foot-long and 5 foot-wide-line. Creatures in the area must make a Strength saving throw, or take 6d6 bludgeoning damage and be pushed to an open space at the end of the line away from you. If there is no open space to move to (for example they would move into a wall or another creature), they are pushed to the closest space and take an additional 2d6 bludgeoning damage and are knocked prone. On a successful save, they take half as much damage and are not pushed.
Wind
Aero Barrage
4th-level transmutation
- Classes: Sorcerer, Wizard.
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th.
Gale Bolt
1st-level evocation
- Classes: Druid, Occultist, Ranger, Sorcerer, Wizard.
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
A blast of concentrated wind streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 bludgeoning damage and if it is Large or smaller is knocked 10 feet away from you.
At higher levels: When you cast this spell using a spell lot of 2nd level or higher, the damage increases by 1d8 for each level above 1st.
Windborne Weapon
transmutation cantrip
- Classes: Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S
- Duration: Instantaneous
Make an attack with a weapon with the ammunition or thrown property as part of the action used to cast this spell, turning it into a ranged spell attack. This attack ignores cover. On hit, it deals 1d8 damage of the weapon's damage type.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Hurricane Slash
2nd-level evocation
- Classes: Druid, Occultist, Ranger, Sorcerer, Wizard.
- Casting Time: 1 Action
- Range: Self (30-foot line)
- Components: V, S
- Duration: Instantaneous
You condense wind into a razor sharp blast that shreds a 30-foot-long 5-foot-wide line. Creatures in the area must make a Dexterity saving throw. A creature takes 3d8 slashing damage on a failed save or half as much on a success.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can create an additional line of effect. A creature in the area of more than one slash is affected only once
Suffocate
4th-level transmutation
- Classes: Occultist, Sorcerer, Wizard.
- Casting Time: 1 Action
- Range: 60 feet.
- Components: V, S
- Duration: Concentration, up to 1 minute.
You create a whirling sphere of air around a target that causes them to struggle to breathe. The target must make a Constitution saving throw. On a failure, the target loses 5d8 hit points due to lack of air, has disadvantage on all ability checks, and cannot speak. On a success, the target takes half as much damage and suffers no other effects. For the duration, as an action, you can force the creation to make a saving throw against the ability again.
If a target fails their saving throw against this spell 3 times in a row, they become incapacitated until they succeed on a save or the spell ends. If you don’t use your action to force the target to make a save, it counts as a success.
A creature that does not breathe is unaffected by this spell.
Tornado
5th-level transmutation
- Classes: Druid, Sorcerer, Wizard.
- Casting Time: 1 Action
- Range: 120 feet.
- Components: V, S
- Duration: Concentration, up to 1 minute.
A whirling tornado erupts, filling a 20-foot-radius, 40-foot-high cylinder centered on a point within range.
Any creature that starts its turn within the tornado must make a Strength saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is pushed 10 feet away and 40 feet up. On a successful save, the creature takes half as much damage and isn't pushed.
As a bonus action, you can move the tornado up to 30 feet in any direction. Any ranged weapon attack against a target within 20 feet of the tornado has disadvantage, and any ranged attack that passes through it automatically misses.
Vortex Blast
3rd-level evocation
- Classes: Occultist, Sorcerer, Wizard.
- Casting Time: 1 Action
- Range: Self (30 foot cone)
- Components: V, S
- Duration: Instantaneous
You create a sudden violent vortex that blasts outwards in a cone, tossing characters and objects within the area. Creatures take 2d6 bludgeoning damage and must succeed a Strength saving throw or be knocked 20 feet backward and 40 feet upward.
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.
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This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Art Credits
- Cover Image that Kibbles' definitely did not recycle from Psion - Art by Adrytia45 - Copyright KibblesTasty
Reformating
This was done by Disrept due the offical KibblesTasty Elemental Spells document (found here) being slightly flawed. All spells and art belong to KibblesTasty.