From ice queens to windcallers, fantasy and myth are full of images of mages and magicians who specialise in a single element.
Unfortunately, unless your chosen element is exactly fire, it can be difficult to realise this fantasy in a 5e character. Many elements are not represented
at all at certain spell levels, forcing you to either broaden your repertoire to include multiple elements or to rely on upcasting lower levelled spells to
make up the damage difference—the first undermines the original fantasy of playing an elemental specialist, while the latter can lead to monotonous
play as you are forced to use the exact same spell over and over for several levels.
So how about we fix it, eh?
Evoke the Elements is a homebrew project that seeks to provide a spell of every spell level for each of the five basic elemental damage
types in 5e: acid, cold, fire, lightning, and thunder. This project builds off the System Reference Document 5.1 (SRD, see
Licenses), with the goal that between the spells already present in the SRD and those
introduced by this project it would be possible for each basic elemental damage type to build a wizard character that took a spell of that damage type each
spell level. This will mean that in some cases, new spells will be introduced here where another spell already covers that damage type and spell level in
some 5e official content. Consider these cases to be 'bonuses', provided both for the internal completeness of this project and to provide wizards specialising
in that damage type with some choices as they progress.
Playtest Content: Note that most of these spells will not have been playtested at time of release. Do not attempt to use homebrew in your
home game without explicit prior GM permission. If you playtest any of these spells and have feedback for future design iterations, please do not hesitate to
get in touch.
Design goals
My goals in creating the spells listed here were threefold: (1) to provide each basic elemental damage type with a spell of each spell level; (2) to make
each damage type feel distinctive, so that the choice of which damage type to specialise in felt meaningful; and (3) to create spells that 'fit' with the existing
roster of spells of that damage type, as represented by those spells included in the SRD. These goals were not always in harmony—for example, fire and lightning
spells are often very similar mechanically as they occur in the SRD, with both primarily consisting of pure damage spells with similar dice distributions, and as such,
the desire for coherence with the existing expectations for fire and lightning spells was in direct conflict with the desire to make each damage type feel distinctive.
For the purpose of designing these spells, then, I opted to characterise each of the basic elemental damage types as follows:
Acid. d6 damage die with high damage spread (damage to multiple targets or over several rounds).
Cold. d8 damage die supported by control effects that hinder targets (reduced movement and actions).
Fire. d6 die with highest average damage and ability to ignite flammable objects.
Lightning. variable damage die (d6, d8 or d10) with high average damage and 'shock' effects; may be more effective against foes wearing metal.
Thunder. d8 damage die supported by movement-based effects (push, prone and throw).
Where a spell is lifted from the SRD, I will indicate it as such by placing '[SRD]' after the name of the spell. Where a spell is based on one
in the SRD but has been revised in some capacity, I will indicate it as such by placing '[Revised]' after the name of the spell.
Cantrips (Level 0)
Acid Splash [Revised]
Conjuration cantrip
Casting Time: 1 action
Range: 60 ft.
Components: V, S
Duration: Instantaneous
You hurl a bubble of acid at a point within range, where it bursts. Each creature in a 5-foot radius sphere centered on that point must succeed on a
Dexterity saving throw or take 1d6 acid damage.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Classes: sorcerer, wizard.
Ray of Frost [SRD]
Evocation cantrip
Casting Time: 1 action
Range: 60 ft.
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target.
On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Classes: sorcerer, wizard.
Fire Bolt [SRD]
Evocation cantrip
Casting Time: 1 action
Range: 120 ft.
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target.
On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Classes: sorcerer, wizard.
Shocking Grasp [SRD]
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target.
You have advantage on the attack roll if the target is wearing armor made of metal.
On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Classes: sorcerer, wizard.
Thundrous Shout
Evocation cantrip
Casting Time: 1 action
Range: 30 ft.
Components: V
Duration: Instantaneous
Your shout echoes with thunderous force. Chose one creature within range. It must succeed on a Constitution
saving throw or take 1d8 thunder damage and be pushed 5 feet horizontally away from you.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Classes: bard, druid, sorcerer, wizard.
1st Level
Caustic Spray
1st-level conjuration
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
You spread your hands, releasing a spray of burning acid before you.
Each creature in a 15-foot cone must make a Dexterity saving throw. On a failed save, a target takes 1d6 acid damage
and is drenched in acid for 1 minute, until it or another creature within reach of it uses an action to scrape or wash the acid
off it, or until some other effect washes the acid off (such as the target being submerged in water). A creature or object drenched by this
effect takes 1d6 acid damage at the start of each of its turns. On a successful save, a target takes half as much damage
and is not drenched.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial acid damage
increases by 1d6 for each slot level above 1st.
Classes: druid, sorcerer, warlock, wizard
Frigid Squall
1st-level evocation
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Instantaneous
You call down a freezing wind to swirl around you and batter enemies within 10 feet of you. Each creature in that area must make a
Constitution saving throw.
On a failed save, a target takes 2d8 cold damage and its speed is halved until
the start of your next turn. On a successful save, a target takes half as much damage and its speed is not reduced.
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.
Classes: druid, sorcerer, wizard
Burning Hands [SRD]
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips.
Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save,
or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Classes: sorcerer, wizard
Static Surge
1st-level school
Casting Time: 1 action
Range: Self (30-foot line)
Components: V, S
Duration: Instantaneous
You cause a surge of static electricity, shocking all creatures in a 30-foot-long, 5-foot-wide line that extends from you in a direction you choose.
Each creature in the line must make a Dexterity saving throw. A target has disadvantage on this saving throw if it is wearing armor made of metal.
A target takes 3d6 lightning damage on a failed save, or half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Classes: sorcerer, wizard
Thunderwave [SRD]
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw.
On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you.
On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are
automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
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.
Classes: bard, druid, sorcerer, wizard
2nd Level
Acid Arrow [SRD]
2nd-level evocation
Casting Time: 1 action
Range: 90 ft.
Components: V, S, M (powdered rhubarb leaf and an adder’s stomach)
Duration: Instantaneous
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid.
Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately
and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid
for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher,
the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
Classes: wizard
Diamond Dust
2nd-level evocation
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M (a handful of powdered snow)
Duration: Instantaneous
You release a fierce cloud of razor-sharp ice shards in a 30-foot cone. Each creature in that area must make a Dexterity saving throw.
On a failed save, a target takes 3d6 cold damage plus 1d6 piercing damage, and it cannot take reactions until the start of your next turn.
On a success, a target takes half as much damage and suffers no other effects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cold and piercing damage each
increase by 1d6 for each slot level above 2nd.
Classes: druid, wizard
Scorching Ray [SRD]
2nd-level evocation
Casting Time: 1 action
Range: 120 ft.
Components: V, S
Duration: Instantaneous
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Classes: sorcerer, wizard
Sky Bolt
2nd-level evocation
Casting Time: 1 action
Range: 120 ft.
Components: V, S, M (a brass rod)
Duration: Instantaneous
A bolt of lightning strikes down at a point within range. Each creature in a 5-foot wide, 60-foot high cylinder
centered on a point within range must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save,
or half as much damage 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 1d10 for each slot level above 2nd.
Classes: druid, sorcerer, wizard
Shatter [SRD]
2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range.
Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw.
A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one.
A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
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.
Classes: bard, sorcerer, warlock, wizard
3rd Level
Acid Bombardment
3rd-level conjuration
Casting Time: 1 action
Range: 120 ft.
Components: V, S, M (a ball of mud and gum arabic)
Duration: Instantaneous
You conjure three orbs of acid and hurl them at points within range. You can hurl them at one point or several,
and each orb explodes at its target in a 5-foot-radius sphere. Each creature in that area must make a Dexterity saving throw.
If a creature is in the area of multiple orbs, it must make a save against each orb.
On a failed save, a target takes 2d6 acid damage for each orb it is in the area of and has disadvantage on Strength, Dexterity and Constitution saving throws
until the end of your next turn. On a successful save, a target takes half as much damage and suffers no other effects.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create one additional orb for each slot level above 3rd.
Classes: sorcerer, wizard
Cold Snap
3rd-level evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S
Duration: Instantaneous
You release a wave of freezing energy that fills a 60-foot cone. Each creature in that area must make a Constitution
saving throw. On a failed save, a target takes 4d8 cold damage and is restrained by ice for 1 minute, until it or another
creature uses an action to break it free, or until it takes fire damage. On a successful save, a target takes half as much
damage and is not restrained. The cold energy spreads around corners. It freezes nonmagical liquids in the area that aren't
being worn or carried.
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.
Classes: druid, wizard
Fireball [SRD]
3rd-level evocation
Casting Time: 1 action
Range: 150 ft.
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range
and then blossoms with a low roar into an explosion of flame.
Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw.
A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
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.
Classes: sorcerer, wizard
Lightning Bolt [SRD]
3rd-level evocation
Casting Time: 1 action
Range: Self (100-foot line)
Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)
Duration: Instantaneous
A stroke of lightning forming a line 100 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.
A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
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.
Classes: sorcerer, wizard
Gale Strike
3rd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You call down the force of gale winds to fill a 40-foot cube at a point you choose within range. Each creature in that area must make a Strength saving throw.
On a failed save, a target takes 4d8 thunder damage and is thrown up to 20 feet in a direction of your choice. On a successful save, a target takes half as
much damage and is not thrown.
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.
Classes: bard, druid, sorcerer, wizard
4th Level
Caustic Mire
4th-level transmutation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a vial of acid worth at least 25 gp, which the spell consumes)
Duration: Concentration, up to 1 hour
A mire of acidic mud covers the ground in a 20-foot radius sphere centered on a point within range and turns it into difficult
terrain for the duration.
When the mire appears, each creature standing in it must make a Constitution saving throw. On a failed save, a creature takes
4d6 acid damage and is restrained for as long as it remains in the mire or until it breaks free. On a successful save, a creature
takes half as much damage and is not restrained.
When a creature moves into or within the area, it takes 2d6 acid damage for every 5 feet it travels. A creature that moves 15 or more feet through
the mire for the first time on a turn must make a Strength saving throw or be restrained.
A creature restrained by the mire can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher,
both damage rolls increase by 1d6 for every two slot levels above 4th.
Classes: cleric, druid, sorcerer, warlock, wizard
Ice Storm [SRD]
4th-level evocation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a pinch of dust and a few drops of water)
Duration: Instantaneous
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range.
Each creature in the cylinder must make a Dexterity saving throw.
A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher,
the bludgeoning damage increases by 1d8 for each slot level above 4th.
Classes: druid, sorcerer, wizard
Wall of Fire [SRD]
4th-level evocation
Casting Time: 1 action
Range: 120 ft.
Components: V, S, M (a small piece of phosphorus)
Duration: Concentration, up to 1 minute
You create a wall of fire on a solid surface within range.
You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick,
or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.
The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw.
On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell,
deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall.
A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there.
The other side of the wall deals no damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Classes: druid, sorcerer, wizard
Lysandra's Lightning Lash
4th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 minute
You conjure a whip of electricity to strike and shock your enemies. When you cast this spell, and as a bonus
action on each of your turns for the duration, you can make a melee spell attack against a creature or object in range.
You have advantage on the attack roll if the target is made of metal or wearing armour made of metal. On a hit,
the target takes 5d8 lightning damage and until the end of your next turn, it can't take
reactions, and it can only take an action or a bonus action on its turn, not both.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher,
the damage increases by 1d8 for each slot level above 4th.
Classes: sorcerer, warlock, wizard
Echoing Thunder
4th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (three bells of different sizes)
Duration: Special, see text.
When you cast this spell and at the start of each of your turns for the duration, the air fills with echoing peals of thunder
in a 20-foot cube centered on a point of your choice within range. (You can choose a new area each turn.) Each creature
in the cube must make a Constitution saving throw, taking thunder damage on a failed save or half as much damage
on a success. The damage begins at 5d8 when you cast this spell, and reduces by 2d8 each time the thunder echoes (3d8 the second time, 1d8 the third time).
The spell ends when the damage that would be dealt is reduced to 0.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher,
the initial damage increases by 1d8 for each slot level above 4th.
Classes: bard, druid, sorcerer, wizard
5th Level
Acid Rain
5th-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a handful of slime or mould suspended in a jar of water)
Duration: Concentration, up to 1 minute
Until the spell ends, burning acidic rain falls in a 30-foot-tall, 40-foot-radius cylinder
centered on a point you choose within range. The area is heavily obscured, and non-magical
plants in the area are destroyed. If any of this spell's area overlaps with an area of
plant growth created by a spell of 5th level or lower, the spell that created the plant
growth is dispelled.
Any creature that starts its turn in the area or enters it for the first time on its
turn must make a Constitution saving throw. Plant creatures make this saving throw with
disadvantage. On a failed save, a creature takes 4d6 acid damage and any nonmagical metal
armour it is wearing begins to corrode. The corroding armour suffers a permanent and cumulative
-1 penalty to AC. If this penalty drops to -5, the armour is destroyed. On a successful save,
a creature takes half as much damage and suffers no corrosion.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher,
the damage increases by 1d6 for each slot level above 5th.
Classes: druid, sorcerer, warlock, wizard
Cone of Cold [SRD]
5th-level evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous
A blast of cold air erupts from your hands.
Each creature in a 60-foot cone must make a Constitution saving throw.
A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
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.
Classes: sorcerer, wizard
Lava Plume
5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (an obsidian and a stick burnt in a fire)
Duration: Instantaneous
A pillar of lava erupts from the ground in a 10-foot-radius, 40-foot-high cylinder
centered on a point within range. Each creature in the area must make a Dexterity saving
throw. On a failed save, a creature takes 6d6 fire damage and is carried to the top of
the cylinder by the lava flow. On a successful save, a creature takes half as much damage
and is not carried up.
Any creature carried up by the lava plume falls, unless it
has some way to keep itself aloft.
The lava damages objects in the area and ignites flammable objects that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher,
the damage increases by 1d6 for each slot level above 5th.
Classes: druid, sorcerer, wizard
Ball Lightning
5th-level evocation
Casting Time: 1 action
Range: 120 foot
Components: V, S, M (an amber that creates static when rubbed)
Duration: 1 round
You conjure a 5-foot-radius sphere of crackling energy that hangs in the air at a point
you choose within range before exploding at the end of your next turn. Creatures in the area
of the sphere when you cast this spell, who start their turn there, or who enter it for the
first time on a turn take 2d10 lightning damage.
At the end of your next turn after casting this spell, the sphere of energy explodes. Each creature
in a 30-foot radius of the sphere must make a Dexterity saving throw, taking 6d10 lightning damage on
a failed save, or half as much damage on a success. The spell then ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher,
the damage caused when the sphere explodes increases by 1d10 for each slot level above 5th.
Classes: sorcerer, wizard
Shrieking Cacophony
5th-level evocation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Instantaneous
You shout with a thundering roar of many voices shrieking together.
Each creature of your choice within range must make a Constitution saving throw.
On a failed save, a target takes 5d8 thunder damage, it falls prone, and it is deafened
and incapacitated as it covers its ears to block out the noise until the start of your
next turn. On a successful save, a target takes half as much damage and suffers no other
effects.
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.
Classes: bard, sorcerer, wizard
6th Level
Freezing Sphere [SRD]
6th-level evocation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a small crystal sphere)
Duration: Instantaneous
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range,
where it explodes in a 60-foot-radius sphere.
Each creature within the area must make a Constitution saving throw.
On a failed save, a creature takes 10d6 cold damage.
On a successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water
(not including water-based creatures), it freezes the liquid to a depth of 6
inches over an area 30 feet square. This ice lasts for 1 minute.
Creatures that were swimming on the surface of frozen water are trapped in the ice.
A trapped creature can use an action to make a Strength check against your spell save DC
to break free.
You can refrain from firing the globe after completing the spell, if you wish.
A small globe about the size of a sling stone, cool to the touch, appears in your hand.
At any time, you or a creature you give the globe to can throw the globe
(to a range of 40 feet) or hurl it with a sling (to the sling's normal range).
It shatters on impact, with the same effect as the normal casting of the spell.
You can also set the globe down without shattering it.
After 1 minute, if the globe hasn't already shattered, it explodes.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher,
the damage increases by 1d6 for each slot level above 6th.
Classes: wizard
Chain Lightning [SRD]
6th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)
Duration: Instantaneous
You create a bolt of lightning that arcs toward a target of your choice that
you can see within range.
Three bolts then leap from that target to as many as three other targets,
each of which must be within 30 feet of the first target.
A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage
on a failed save,
or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher,
one additional bolt leaps from the first target to another target for each slot level above 6th.
Classes: sorcerer, wizard
7th Level
Delayed Blast Fireball [SRD]
7th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A beam of yellow light flashes from your pointing finger,
then condenses to linger at a chosen point within range as a glowing bead
for the duration.
When the spell ends, either because your concentration is broken or
because you decide to end it, the bead blossoms with a low roar into an
explosion of flame that spreads around corners.
Each creature in a 20-foot-radius sphere centered on that point must make
a Dexterity saving throw.
A creature takes fire damage equal to the total accumulated damage on a failed save,
or half as much damage on a successful one.
The spell's base damage is 12d6.
If at the end of your turn the bead has not yet detonated,
the damage increases by 1d6.
If the glowing bead is touched before the interval has expired,
the creature touching it must make a Dexterity saving throw.
On a failed save, the spell ends immediately, causing the bead to erupt in flame.
On a successful save, the creature can throw the bead up to 40 feet.
When it strikes a creature or a solid object, the spell ends, and the bead explodes.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher,
the base damage increases by 1d6 for each slot level above 7th.
Classes: sorcerer, wizard
8th Level
Incendiary Cloud [SRD]
8th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere
centered on a point within range.
The cloud spreads around corners and is heavily obscured.
It lasts for the duration or until a wind of moderate or greater speed
(at least 10 miles per hour) disperses it.
When the cloud appears, each creature in it must make a Dexterity saving throw.
A creature takes 10d8 fire damage on a failed save, or half as much damage
on a successful one. A creature must also make this saving throw when
it enters the spell's area for the first time on a turn or ends its turn there.
The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
Classes: sorcerer, wizard
9th Level
Meteor Swarm [SRD]
9th-level evocation
Casting Time: 1 action
Range: 1 mile
Components: V, S
Duration: Instantaneous
Blazing orbs of fire plummet to the ground at four different points you can see
within range. Each creature in a 40-foot-radius sphere centered on each point you
choose must make a Dexterity saving throw.
The sphere spreads around corners.
A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save,
or half as much damage on a successful one.
A creature in the area of more than one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.