TEXT: STE.AM STRIKE 
  4th Level Conjuration spell 
  (Druid, Sorcerer, Wizard) 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  You launch a blast of scalding hot steam that curls and 
  billows in the direction of one creature or object that you can 
  see within range. Make a spell attack against the target. On a 
  hit, the target takes lld4 fire damage and must make a 
  Constitution saving throw, becoming blinded on a failure. At 
  the end of each of its turns, it can repeat the Constitution 
  saving throw, ending the blindness on a success. On a miss, 
  the target takes half damage and is not blinded 
  Hit or miss, the target's space is filled with steam and mist 
  that makes it lightly obscured until the end of your next turn. 
  SUN STRIKE 
  4th Level Evocation spell (Druid, Sorcerer, Wizard) 
  As steam strike, but the spell deals radiant damage instead 
  of fire damage, and the target's space is filled with dim light, 
  not lightly obscured 
  VITRIOLIC SPRAY 
  4th Level Conjuration spell (Druid, Sorcerer, Wizard) 
  As steam strike, but the spell deals acid damage instead of 
  fire damage. 
  SCALDING SPHERE 
  6th Level Conjuration spell (Druid, Wizard) 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S, M (a boiled frog) 
  Duration: Concentration, up to 1 minute 
  You conjure a sloshing globe of magical water around one 
  creature that you can see within range and instantly heat the 
  water to boiling temperatures. The globe of water attempts to 
  BY BENEVOLENT EVIL ((u!Fvi1Be"levolent) 
  enclose the target when summoned swirling around the 
  target to envelop it in a bubble of boiling water with an outer 
  film of cold water that feels nearly rock solid to the touch. 
  The target must make a Dexterity saving throw. On a failed 
  saving throw, the target is encased in the boiling bubble, 
  takes 4d8 fire damage, and is restrained as the bubble lifts 
  into the air and holds them aloft 20 feet above the ground On 
  a successful saving throw, the target is not restrained or lifted 
  by the boiling sphere and takes only half damage. 
  While restrained by this spelL the target is submerged 
  completely in water and it cannot maintain concentration on 
  any effects. The target does not fall while restrained by the 
  watery orb since the orb is holding it aloft. When a creature 
  ends its turn inside the sphere, it takes 4d8 fire damage. 
  A creature restrained by this spell can use its action to 
  make a Strength or Dexterity check (its choice) against your 
  spell save DC. On a success, it frees itself from the watery orb 
  and falls if it cannot fly, causing the spell to end 
  The spell ends when a creature succeeds on a saving throw 
  against its effects or escapes the sphere. When the spell 
  ends, the conjured water instantly vanishes. 
  I 
  ART CREDIT: "WATER WIZARD" 
  I 
  httP-s:{/www.artstation.com/artwork/rPdjJ By Darryl He 
  ( vl.2) FROM THE ELEMENTS AND 
  BEYOND 
  D&D UNLEASHED 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/D&D Unleashed/Previews from The Elements & Beyond/D&D Unleashed - Steam Spells v1p2.pdf