Multi-Elemental Combustion (5e Spell)

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Scales.png This page is of questionable balance. Reason: There is mechanical parity between orb types except Ice Blue (and it has no duration, despite not being instantaneous). Non-standard casting/spell durations and damage types. Projectile protection while charging feels like an alternate rule. A lack of saving throws. Doesn't help that it condenses 4 different types of fireball into one spell.


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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: "Blast", and "electric" are not standard damage types.


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April Fools!
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Multi-Elemental Combustion
4th-level evocation
Casting time: 2 actions
Range: Self (120-foot line)
Components: S, M (varies by orb)
Duration: Charges for 1 turn.


You hurl a magical, elemental projectile in a line up to 120 feet long and 5 feet wide. While charging this spell, you take half damage from projectiles. The spell takes 2 turns to use. Turn 1 charges the attack, forming a bright circle of colored light dependent on chosen form. Turn 2 will solidify the circle into an orb and unleash it. The spell flies until it reaches a creature, damaging it, at which point the orb explodes affecting creatures around the initial target. If the orb misses all creatures, it will explode after traveling 120 feet.

Red (fire orb). M (flame component). You hurl a bootleg fireball spell orb. It deals 8d6 fire damage to the initial target. The orb explodes and deals 3d6 blast damage to creatures within 5 feet of the orb, and 2d4 to creatures within 10 feet.

Green (thorny orb). M (a non-poisonous plant). You hurl a green orb made of plants, and covered in sharp brambles and thorns. It deals 12 + 7d4 slashing and 4d6 piercing damage to the initial target. The orb explodes and shoots 3 giant thorns at the nearest three enemy creatures and deals 2d4 piercing damage.

Blue (water orb). M (water). You hurl a bright blue, and clear orb of water at the enemy. It deals 10 + 6d6 force and 4d8 blast damage to the initial target. The orb explodes and soaks creatures within 10 feet of the initial target in water. Electric, or lightning based attacks are counted as critical hits against soaked creatures. Fire damage on soaked creatures deals 1/4 damage, and critical fire damage deals 1/2 damage and evaporates the water.

Ice Blue (ice orb). M (any form of super-chilled-water, ice water or ice cube component). You hurl a huge hail ball, that bowls through everything in its way, dealing massive cold damage. This orb moves 15ft, per round in a direction of your choice. The orb is a 25-foot sphere. Creatures touched by the orb take 17 + 13d4 cold and 5d8 bludgeoning damage.

At higher levels When you cast this spell using a spell slot of 5th level or higher, each orb's damage dice is increased by 1 for each slot level above 4th.

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