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As a Wild Mage, your power is dangerous and unpredictable. The power that courses through your veins manifests as spells and effects from the Elementalism school, but the specific effects are often random. Whenever you begin an Encounter, roll 1d10 and consult the following chart:

  1. Petrifying.
  2. Force.
  3. Acid.
  4. Cold.
  5. Poison.
  6. Psionic.
  7. Lightning.
  8. Thunder.
  9. Radiant.
  10. Fire.

This is your spell source's damage type until the end of the encounter, or until you achieve a critical hit. After each critical hit that you achieve, you must re-roll your spell source's damage type.

Elemental Magic manipulates the raw forces and materials of the physical world. All Elemental spells have one of five elemental aspects: earth, water, wood, wind, or flame; and have one of two polarity aspects: yin and yang. An elemental attack spell's damage types and effects are always based on its element and polarity, while elemental utility spells take advantage of the secondary properties of the elements. Some arcane healing magics are elemental in nature, usually utilizing properties of the element of wood.

Many elemental attack spells listed here list their damage type as 'Elemental'. When you prepare such a spell, you may choose one of ten options, based on your available material components. Each type of elemental damage also has a specific arcane affliction tied to it. An Elemental spell becomes Petrifying (earth/petrification), Rending (earth/force), Freezing (water/cold), Dissolving (water/acid), Choking (wood/poison), Enthralling (wood/psychic), Booming (wind/thunder), Shocking (wind/lightning), Flaming (flame/fire), or Shimmering (flame/radiant), depending on the type chosen. When you cast the spell, it causes damage and elemental afflictions (if any) of the chosen type.


Wild Magic[]

(eldritch class feature)


You gain the metamagic Elemental Strike. You must choose your spell source's current damage type when you perform this metamagic.

Elemental Strike[]

(per-encounter free interruptelemental metamagic)

Prerequisites:

Elementalism

Trigger:

You would damage an enemy with a melee or ranged weapon attack, or an attack that deals an elemental damage type.

Effect:

The attack deals an additional +1d6 elemental damage and automatically causes one elemental arcane affliction, in addition to any of its other effects.

Special

If the original attack dealt a type of elemental damage, this effect deals the same type of damage and affliction. Otherwise, you may choose the elemental damage and affliction type that this spell inflicts.

When you choose an at-will maneuver, you may choose from the following options. If you choose a generic elemental spell, you do not choose a damage type, but learn the generic version of the spell. This spell always deals damage of your spell source's current damage type.

Elemental Dart[]

(at-will standard actionprovoking elemental attack spell)

Prerequisites:

Elementalism

Target:

One creature within 20 paces (Arcana vs. Reflex)

Hit:

1d8+[ magic damage bonus ] elemental damage.

Elemental Spray[]

(at-will standard actionelemental attack spell)

Prerequisites:

Elementalism

Target:

Adjacent cone 3 (Arcana vs. Reflex)

Hit:

1d10+[ magic damage bonus ] elemental damage.

Elemental Grasp[]

(at-will standard actionelemental attack spell)

Prerequisites:

Elementalism

Target:

One adjacent creature (Arcana vs. Reflex)

Hit:

2d6+[ magic damage bonus ] elemental damage.

Elemental Blast[]

(at-will standard actionprovoking elemental attack spell)

Prerequisites:

Elementalism

Target:

burst 1 centered within 10 paces (Arcana vs. Reflex)

Hit:

1d6+[ magic damage bonus ] elemental damage.

Effect:

Until the end of your next turn, creatures who enter the blast area take elemental damage equal to your Dexterity modifier.


Leveling Up[]

Rank 1 Spells[]

The following rank 1 spells are in the Elemental school of magic. If you choose a generic elemental spell, you do not choose a damage type, but learn the generic version of the spell. This spell always deals damage of your spell source's current damage type.

Elemental Bolt[]

(per-encounter standard actionprovoking elemental attack spell)

Prerequisites:

Elementalism

Target:

One creature within 25 paces (Arcana vs. Reflex).

Hit:

2d10 + [ magic damage bonus ] elemental damage, and one arcane affliction.

Elemental Burst[]

(per-encounter standard actionprovoking elemental attack spell)

Prerequisites:

Elementalism

Target:

burst 1 centered within 10 paces (Arcana vs. Reflex).

Hit:

2d6 + [ magic damage bonus ] elemental damage.

Miss:

Half damage.

Elemental Cloud[]

(per-encounter standard actionprovoking elemental attack spell)

Prerequisites:

Elementalism

Target:

burst 2 centered within 5 paces (Arcana -2 vs. Reflex).

Hit:

1d4 elemental damage.

Miss:

You slide the target into the nearest space outside the area.

Effect:

The area becomes a cloud of elemental energies until the end of your next turn. Creatures which enter the area or begin their turn there take elemental damage equal to your [ magic damage bonus ]. You may dispel the cloud as an immediate action.

Sustain:

You may expend a move action to sustain the cloud until the end of your next turn. If you do, you may move the cloud up to 3 paces in any direction.

Elemental Cone[]

(per-encounter standard actionprovoking elemental attack spell)

Prerequisites:

Elementalism

Target:

Adjacent cone 5 (Arcana vs. Reflex).

Hit:

2d8 + [ magic damage bonus ] elemental damage.

Miss:

Half damage.

Elemental Mantle[]

(per-encounter immediate reactionelemental attack spell)

Prerequisites:

Elementalism

Trigger:

You are hit by a melee attack or an attack from an adjacent creature.

Effect:

The attacking creature takes 1D6 + [ magic damage bonus ] elemental damage and suffers one elemental affliction. Until the end of your next turn, any creature that begins its turn adjacent to you or moves into an adjacent square takes elemental damage equal to your Wisdom modifier.

Summon Elemental Minion[]

(per-encounter standard action ✦ [[elemental summoning spell]] Elementalism spell)

Target:

one space within 3 paces (Arcana vs. elemental’s Will)

Hit:

You summon an elemental minion in the targeted space, which fights alongside you and obeys your commands until it is destroyed or until the end of the encounter.


Rank 2 Spells[]

The following rank 2 spells are in the Elemental school of magic.

Wall of Stone[]

(per-encounter standard actionprovoking attack spell)

Prerequisites:

Elementalism

Target:

Line 8 within 5 squares (Arcana -2 vs. Reflex)

Hit:

2d10 + [ magic damage bonus ] bashing damage, and you slide the target into the nearest space outside the area. On a critical hit, the creature instead takes 2d10 + [ magic damage bonus ] petrification damage, and becomes immobilized within the wall until they break free.

Miss:

You slide the target into the nearest space outside the area.

Effect:

The area becomes an impenetrable wall of solid stone up to 20 feet high until the end of your next turn. Creatures cannot see, move, or attack through it. Attacks which would pass through the wall deal damage to the wall instead; the wall is resistant to all damage, and one space of the wall is dispelled after taking damage equal to your Intelligence score plus your level.

Sustain:

You may expend an immediate action during your turn to sustain the spell until the end of your next turn.

Aftereffect:

The area becomes difficult terrain until the end of the encounter.

Wall of Force[]

(per-encounter standard actionprovoking attack spell)

Prerequisites:

Elementalism or Telekinesis

Target:

Line 8 within 5 squares (Arcana -2 vs. Reflex)

Hit:

1d10 + [ magic damage bonus ] force damage, one force arcane affliction, and and you slide the target into the nearest space outside the area.

Miss:

You slide the target into the nearest space outside the area.

Effect:

The area becomes an invisible, impenetrable wall of force up to 20 feet high until the end of your next turn. Creatures can see through the wall, but cannot move or attack through it. Attacks which would pass through the wall deal damage to the wall instead; the wall is dispelled after taking damage equal to twice your Intelligence score plus twice your level (the entire wall shares a single pool of hit points).

Sustain:

You may expend an immediate action during your turn to sustain the spell until the end of your next turn.

Force Affliction

(condition)

 
 
  • Bleeding 5 ongoing damage until they shrug it off, and the target is knocked prone.
  • If the target is already prone, maximize the original attack damage.

Wall of Ice[]

(per-encounter standard actionprovoking attack spell)

Prerequisites:

Elementalism

Target:

Line 8 within 5 squares (Arcana -2 vs. Reflex)

Hit:

1d4 + [ magic damage bonus ] cold damage, and two cold arcane afflictions.

Miss:

You slide the target into the nearest space outside the area.

Effect:

The area becomes a wall of solid ice up to 20 feet high until the end of your next turn. The wall grants partial concealment and total cover - creatures can see hazily through the wall, but cannot move or attack through it. Attacks which would pass through the wall deal damage to the wall instead; the wall is immune to cold damage and vulnerable to fire, thunder and bashing damage, and each space of the wall is dispelled after taking damage equal to your Intelligence score plus your level.

Sustain:

You may expend an immediate action during your turn to sustain the spell until the end of your next turn.

Aftereffect:

The area becomes treacherous terrain (difficulty 15) until the end of your next turn.

Cold Arcane Affliction

(condition)

 
 

Wall of Water[]

(per-encounter standard actionprovoking attack spell)

Prerequisites:

Elementalism

Target:

Line 8 within 5 squares (Arcana -2 vs. Reflex)

Hit:

2d6 + [ magic damage bonus ] bashing damage, and you may slide the target a number of paces up to your Intelligence modifier.

Miss:

half damage, and you may slide the target to the nearest space outside of the wall.

Effect:

The area becomes a wall of churning, boiling water up to 20 feet high until the end of your next turn. Creatures who enter or begin their turn in the wall immediately take bashing damage equal to your melee damage bonus and suffer a -2 penalty to all defenses until they shake it off. The wall is treacherous terrain and grants partial concealment - creatures can see hazily through the wall and may move through it, but may not attempt to attack through it. The wall may not be attacked.

Sustain:

You may expend a move action during your turn to sustain the spell until the end of your next turn. When you do, you may move each space of the wall up to 3 paces, but must the wall must maintain a contiguous shape. If the wall passes over a creature as you move it, you may repeat this spell's original attack roll against that creature.

Wall of Thorns[]

(per-encounter standard actionprovoking attack spell)

Prerequisites:

Elementalism or Vitalism

Target:

Line 8 within 5 squares (Arcana -2 vs. Reflex)

Hit:

1d4 + [ magic damage bonus ] slashing damage, one poison arcane affliction, and the target becomes restrained until they escape or break free.

Miss:

You slide the target into the nearest space outside the area.

Effect:

The area becomes a wall of poisonous, thorny brambles up to 20 feet high until the end of your next turn. The wall grants total concealment and total cover - creatures cannot see or move through it, but may attempt to attack through it with a -5 total cover penalty. The wall is vulnerable to fire and slashing damage, and each space of the wall is dispelled after taking damage equal to your Intelligence modifier.

Sustain:

You may expend an immediate action during your turn to sustain the spell until the end of your next turn.

Aftereffect:

The area becomes difficult terrain until the end of your next turn.

Poison Arcane Affliction

(condition)

Wall of Blossoms[]

(per-encounter standard actionprovoking attack spell)

Prerequisites:

Elementalism or Vitalism

Target:

Line 8 within 5 squares (Arcana -2 vs. Reflex)

Hit:

1d4 + [ magic damage bonus ] psychic damage, one psychic arcane affliction, and the target becomes restrained until they escape or break free.

Miss:

You slide the target into the nearest space outside the area.

Effect:

The area becomes a wall of lush vegetations and sweet-smelling flowers up to 20 feet high until the end of your next turn. Creatures who enter or begin their turn in a space in or adjacent to the wall immediately suffer one psychic arcane affliction. The wall grants total concealment and total cover - creatures cannot see or move through it, but may attempt to attack through it with a -5 total cover penalty. The wall is vulnerable to fire and slashing damage, and each space of the wall is dispelled after taking damage equal to your Intelligence modifier.

Sustain:

You may expend an immediate action during your turn to sustain the spell until the end of your next turn.

Aftereffect:

The area becomes difficult terrain until the end of your next turn.

Psychic Arcane Affliction

(condition)

  • The target is dazed until the end of your next turn.
  • If already dazed, the target becomes dominated until the end of your next turn.

Wall of Fog[]

(per-encounter standard actionprovoking attack spell)

Prerequisites:

Elementalism

Target:

Line 8 within 5 squares (Arcana -2 vs. Reflex)

Hit:

2d6 + [ magic damage bonus ] lightning damage, and one lightning arcane affliction.

Miss:

half damage.

Effect:

The area becomes a wall of softly rolling fog up to 20 feet high until the end of your next turn, that flickers and rumbles with lightning. Creatures who enter or begin their turn in the wall immediately take lightning damage equal to your melee damage bonus, and one lightning arcane affliction. The wall grants partial concealment - creatures can see hazily through the wall and may move through it, and may attempt to attack through it with a -2 partial concealment penalty. The wall may not be attacked.

Sustain:

You may expend an immediate action during your turn to sustain the spell until the end of your next turn.

Lightning Affliction

(condition)

  • The target is dazed until the end of your next turn.
  • If already dazed, the target becomes stunned until they shrug it off.

Wall of Wind[]

(per-encounter standard actionprovoking attack spell)

Prerequisites:

Elementalism

Target:

Line 8 within 5 squares (Arcana -2 vs. Fortitude)

Hit:

2d6 + [ magic damage bonus ] thunder damage, and one thunder arcane affliction.

Miss:

half damage, and the target is flung a number of squares equal to half your magic damage bonus.

Effect:

The area becomes a wall of howling wind up to 20 feet high until the end of your next turn. Creatures who enter or begin their turn in the wall must make an Athletics save vs. the spell's original check result, or be flung a number of squares equal to your magic damage bonus. The wall grants partial cover - creatures can see through the wall and may attempt to move through it, and may attempt to attack through it with a -2 partial cover penalty. The wall may not be attacked.

Sustain:

You may expend an immediate action during your turn to sustain the spell until the end of your next turn.

Thunder Arcane Affliction

(condition)

Wall of Light[]

(per-encounter standard actionprovoking attack spell)

Prerequisites:

Elementalism

Target:

Line 8 within 5 squares (Arcana -2 vs. Reflex)

Hit:

1d8 + [ magic damage bonus ] radiant damage, and two radiant arcane afflictions.

Miss:

half damage.

Effect:

The area becomes a wall of blinding light up to 20 feet high until the end of your next turn. Creatures who enter or begin their turn in a space in the wall immediately take radiant damage equal to your melee damage bonus, and one radiant arcane affliction. The wall grants total concealment - creatures cannot see through the wall but may move through it, and may attempt to attack through it with a -5 total concealment penalty. The wall may not be attacked.

Sustain

You may expend an immediate action during your turn to sustain the spell until the end of your next turn.

Radiant Arcane Affliction

(condition)

 
 
  • The target becomes marked by you or an ally of your choice and grants advantage to you and your allies until the end of your next turn.
  • If already granting advantage, the target becomes dazed until the end of your next turn.
  • If already dazed, the target becomes blinded until they shrug it off.

Wall of Fire[]

(per-encounter standard actionprovoking attack spell)

Prerequisites:

Elementalism

Target:

Line 8 within 5 squares (Arcana -2 vs. Reflex)

Hit:

2d6 + [ magic damage bonus ] fire damage, and one fire arcane affliction.

Miss:

half damage.

Effect:

The area becomes a wall of intense flame up to 20 feet high until the end of your next turn. Creatures who enter or begin their turn in a space in the wall immediately take fire damage equal to your melee damage bonus, and one fire arcane affliction. The wall grants partial concealment - creatures can see hazily through the wall and may move through it, and may attempt to attack through it with a -2 partial concealment penalty. The wall may not be attacked.

Sustain:

You may expend an immediate action during your turn to sustain the spell until the end of your next turn.

Fire Arcane Affliction

(condition)

 
 
  • Ongoing 10 fire damage until they dispel or shrug it off.
  • If already on fire, increase the amount of ongoing fire damage by 5.

Summon Lesser Elemental[]

(per-encounter standard action ✦ [[elemental summoning spell]] Elementalism spell)

Target:

one space within 3 paces (Arcana vs. elemental’s Will)

Hit:

You summon a lesser elemental in the targeted space, which fights alongside you and obeys your commands until it is destroyed or until the end of the encounter.

Summon Elemental Horde[]

(per-encounter standard action ✦ [[elemental summoning spell]] Elementalism spell)

Target:

one space within 3 paces (Arcana vs. elemental’s Will)

Hit:

You summon a number of elemental minions in or adjacent to the targeted space equal to your Charisma modifier, each of which fights alongside you and obeys your commands until it is destroyed or until the end of the encounter.

Miss:

You summon a single elemental minions in the targeted space, which fights alongside you and obeys your commands until it is destroyed or until the end of the encounter.


Rank 3 Spells[]

The following rank 3 spells are in the Elemental school of magic.

Flesh to Stone[]

(per-encounter standard actionprovoking attack spell)

Prerequisites:

Elementalism

Target:

One adjacent creature (Arcana vs. Fortitude)

Hit:

2d6 + [ magic damage bonus ] petrifying damage, one petrifying arcane affliction, and the target is slowed until they dispel or shrug it off.

Miss:

Half damage, and the target is slowed until they dispel or shrug it off.

Petrifying Affliction

(condition)

 
 
  • Ongoing 5 petrifying damage until they dispel or shrug it off.
  • If already taking ongoing petrifying damage, the target must immediately make a saving throw against that damage before applying this effect.

Shatter[]

(per-encounter standard actionprovoking attack spell)

Prerequisites:

Elementalism or Telekinesis

Target:

burst 2 centered within 10 paces (Arcana vs. Reflex)

Hit:

3d6 + [ magic damage bonus ] force damage, and one force arcane affliction.

Miss:

Half damage.

Effect:

The area is a zone of invisible force until the end of your next turn. Creatures that move into the zone or start their turn there take force damage equal to your magic damage bonus, and begin bleeding ongoing damage equal to your level until they shrug it off.

Force Affliction

(condition)

 
 
  • Bleeding 5 ongoing damage until they shrug it off, and the target is knocked prone.
  • If the target is already prone, maximize the original attack damage.

Sleet Storm[]

(per-encounter standard actionprovoking attack spell)

Prerequisites:

Elementalism

Target:

Adjacent cone 5 (Arcana vs. Reflex)

Hit:

1d6 + [ magic damage bonus ] cold damage, and one cold arcane affliction.

Miss:

Half damage.

Effect:

The area is a zone of treacherous terrain (hard DC) until the end of the encounter.

Cold Arcane Affliction

(condition)

 
 

Vitriolic Sphere[]

(per-encounter standard actionprovoking attack spell)

Prerequisites:

Elementalism

Target:

burst 2 centered within 10 paces (Arcana vs. Reflex)

Hit:

3d8 + [ magic damage bonus ] acid damage, and one acid arcane affliction.

Miss:

Half damage.

Acid Arcane Affliction

(condition)

 
 
  • Ongoing 5 acid damage, and a -1 penalty to all defenses until they dispel or shrug it off.
  • Each time the target takes this ongoing damage, their armor's armor bonus is reduced by 1, to a minimum of 0. This reduction lasts until they can repair their armor, even if they dispel or shrug off the ongoing damage.
  • If the target is already taking ongoing acid damage, they suffer a -2 penalty to all defenses until the end of your next turn.

Stinking Cloud[]

(per-encounter standard actionprovoking attack spell)

Prerequisites:

Elementalism

Target:

burst 3 centered within 5 paces (Arcana vs. Reflex)

Hit:

1d6 + [ magic damage bonus ] poison damage, and one poison arcane affliction.

Miss:

Half damage.

Effect:

The area is a zone of concealing vapor until the end of the next turn. Creatures that move into the zone or start their turn there take poison damage equal to your magic damage bonus and are weakened. You may sustain the zone until the end of your next turn as an immediate action, and may sustain and move the zone up to 5 paces as a move action.

Poison Arcane Affliction

(condition)

Entangling Vines[]

(per-encounter standard actionprovoking attack spell)

Prerequisites:

Elementalism or Vitalism

Target:

burst 3 centered within 10 paces (Arcana vs. Reflex)

Hit:

The target becomes restrained until they break free or escape.

Miss:

You slide the target into the nearest space adjacent to the area, and the target is slowed until they break free or escape.

Effect:

The area is a zone of difficult terrain until the end of the encounter. Any creature that ends its movement in the zone becomes immobilized until they break free or escape.

Lightning Bolt[]

(per-encounter standard actionprovoking attack spell)

Prerequisites:

Elementalism

Target:

Adjacent line 20 (Arcana vs. Reflex)

Hit:

2d10 + [ magic damage bonus ] lightning damage, and one lightning arcane affliction.

Miss:

Half damage.

Lightning Affliction

(condition)

  • The target is dazed until the end of your next turn.
  • If already dazed, the target becomes stunned until they shrug it off.

Tornado[]

(per-encounter standard actionprovoking attack spell)

Prerequisites:

Elementalism

Target:

burst 3 centered within 20 paces (Arcana vs. Fortitude)

Hit:

1d8 + [ magic damage bonus ] thunder damage, and the target is pulled into a space adjacent to the center of this spell’s area and lifted up to 10 feet off the ground.

Miss:

Half damage, and the target is pulled 1 pace.

Effect:

The central burst 1 area is a zone of violent swirling wind until the end of your next turn. Creatures that move into the whirlwind or start their turn there take 1d6 thunder damage one thunder arcane affliction. You may move the whirlwind 5 paces as a move action, and may sustain this spell each turn as a standard action. If you do, repeat the original attack using the center of tornado’s current zone as the center of the blast 3 area.

Thunder Arcane Affliction

(condition)

Blinding Flash[]

(per-encounter standard actionprovoking attack spell)

Prerequisites:

Elementalism

Target:

burst 3 centered within 20 paces (Arcana vs. Reflex)

Hit:

1d8 + [ magic damage bonus ] radiant damage, and one radiant arcane affliction.

Miss:

Half damage.

Effect:

The area is a zone of intense light until the end of your next turn. Enemies within the zone grant advantage to you and your allies.

Radiant Arcane Affliction

(condition)

 
 
  • The target becomes marked by you or an ally of your choice and grants advantage to you and your allies until the end of your next turn.
  • If already granting advantage, the target becomes dazed until the end of your next turn.
  • If already dazed, the target becomes blinded until they shrug it off.

Fireball[]

(per-encounter standard actionprovoking attack spell)

Prerequisites:

Elementalism

Target:

burst 3 centered within 20 paces (Arcana vs. Reflex)

Hit:

4d6 + [ magic damage bonus ] fire damage.

Miss:

Half damage.

Fire Arcane Affliction

(condition)

 
 
  • Ongoing 10 fire damage until they dispel or shrug it off.
  • If already on fire, increase the amount of ongoing fire damage by 5.

Summon Greater Elemental[]

(per-encounter standard action ✦ [[elemental summoning spell]] Elementalism spell)

Target:

one 2x2 space within 3 paces (Arcana vs. elemental’s Will)

Hit:

You summon a greater elemental in the targeted space, which fights alongside you and obeys your commands until it is destroyed or until the end of the encounter.


Rank 4 Spells[]

The following rank 4 spells are in the Elemental school of magic.


Rank 5 Spells[]

The following rank 5 spells are in the Elemental school of magic.


Rank 6 Spells[]

The following rank 5 spells are in the Elemental school of magic.

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