Steam
Steam spells are mix properties of fire, air, and water spells. They are often fairly consistent d6 damage with secondary effects, and tend to leave a lingering obscurement. They are sometimes conditional on or amplified by the presence of water.
Scalding Burst
evocation cantrip (arcane)
- Classes: Sorcerer, Spellblade, Wizard
- Casting Time: 1 action
- Range: Self (10-foot line)
- Components: V, S
- Duration: Instantaneous
A quick burst of scalding steam erupts from you in a direction of your choice, filling a 10-foot-long, 5-foot-wide line. Creatures in the area must make a Constitution saving throw. On a failed save, they take 1d6 fire damage. The area is lightly obscured until the start of your next turn.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Boil
1st level transmutation (arcane)
- Classes: Inventor, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a match)
- Duration: Instantaneous
A wet creature you can see within range has the water on them suddenly boiled off to steam. The creature takes 3d6 fire damage and is no longer wet unless it remains in direct contact with water (such as standing in water or rain). A creature is considered wet for the purpose of the spell if it is in or touching water, or if it has been submerged in water or affected by a spell that controls water in the past 1 minute. Creatures in water do not gain resistance to this fire damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 damage for each level of spell slot above 1st.
Steam Explosion
2nd level transmutation (arcane)
- Classes: Inventor, Sorcerer, Spellblade, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a splash of water)
- Duration: Instantaneous
Targeting a gallon or more of exposed water within a space you can see within range, you cause a gallon of the water to turn into scalding steam, explosively expanding from the space the water was in. All creatures within 10 feet of the targeted water must make a Dexterity saving throw. On a failed save, they are scaled by burning steam taking 4d6 fire damage. On a successful save, they take half as much damage. The area is lightly obscured by steam 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 amount of water consumed increases by 1 gallon, the fire damage increases by 1d6, and the radius increases by 5 feet for each level of spell slot above 2nd. If there is insufficient water to consume, the fire damage and radius are not increased.
Roiling Cloud
3rd level transmutation (arcane, primal)
- Classes: Inventor, Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a match)
- Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of scaling steam centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles a per hour) disperses it.
Each creature that is within the cloud at the start of its turn must make a Constitution saving throw. On a failed save, it takes 4d6 fire damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and is not blinded.
Steamblast
4th level evocation (arcane)
- Classes: Inventor, Sorcerer, Spellblade, Wizard
- Casting Time: 1 action
- Range: Self (40-foot cone)
- Components: V, S, M (a broken valve)
- Duration: Instantaneous
A plume of steam blasts out filling a 40-foot cone. All creatures within the area must make a Constitution saving throw. On a failed save, they take 6d6 fire damage and become blinded until the start of your next turn. On a successful save, they take half as much damage and are not blinded. The area is lightly obscured by the steam until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 damage for each level of spell slot above 4th.
Phreatic Eruption
5th level transmutation (arcane, primal)
- Classes: Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a piece of shattered shale)
- Duration: 1 round
A superheated plume of steam erupts from the ground at a point you can see. When it erupts, all creatures within a 10-foot wide, 60-foot high column raising up from the target point must make a Dexterity saving throw. On a failed save, they take 2d8 bludgeoning damage and 8d6 fire damage, and are knocked 5 feet away from the point and prone. On a successful save, they take half as much damage and are not knocked prone.
Until the start of your next turn, the column remains heavily obscured by the superheated steam. Any creature that enters it for the first time on a turn or ends its turn there must make a Constitution saving throw. On a failed save, they take 8d6 fire damage, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial and ongoing fire damage increases by 1d6 damage for each level of spell slot above 5th.