Tome of Elemental Power

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Tome of Elemental Power
Tome of Elemental Power

A Catalog of Elemental Abilities and Classes

Credits

Lead Designer: Jonathon LeClare
Editors: Katie Obarski, Andrew Bailey
Cover Illustration
Interior Illustrations Firestorm by Elle-H
On the Cover:

Cartographer: Jonathon LeClare
World Design Jonathon LeClare
Additional Design Brian Fox. Cynthia Yashinski Playtesters: Ryan Karschner, Dave Trosino, Jim McGee, Joey Shirley, Amie LeClare, Tim Mullen, Katie Obarski, Erin Crothers, Dave Preston, Mike Balog, Walk Rieker, Becky Trosino, Steve Pingle, Mel Tillery, Ray Sterns, Evan McDougall, Jason LeClare, Mike Yashinski, Dan Everett, Mike Smith, Elyssia McCormick, Joe Biggers, Dan Gibbek, Sean Hanson, Sarah Hanson, Katrina Seizemore, Kiele Stewart-Funai, Thom Obarski, Zachary Nickle; Justin Cronin, Miah, Dave, Ryan Babcock, Bill Ford

Contents

PART 1

Class Options

Pyromancer

Wizard School

Pyromancer

While others study the esoteric methods of strange and wild elements, a pyromancers focuses their studies to the power and force of the most primal of element. They study the myriad ways of setting objects and people on fire, as well as the fundamental flammable properties of as many objects as they can get their molten hands on. While not all elementalists are focused specifically on the destruction of their foes, pyromancers most assuredly are.

Blazing Arcana

Starting at 6th level, you learn how to amplify the intensity of your flames. each creature that takes fire damage from one of your spells, takes additional fire damage equal to half your wizard level.

Firestarter

Starting at 2nd level, you can ignite unattended flammable objects by simply grasping them. If you touch a flammable object for two complete rounds, at the end of the second round it bursts into flame. Additionally, when you cast a spell, you may use any open flames within 30 feet of you as the spell focus.

Tome of Fire

At 5th, 9th, 13th and 15th level, you may learn one spell from any class, that does only fire damage. That spell becomes a wizard spell for you, and must be of a level that you can cast.

Overwhelming explosions

At 6th level, you are able to imbue some of your spells with tremendous force. When a creature fails the saving throw of a spell that deals fire damage and has an area of effect, it is also knocked prone. Unattended objects of less than 5 lbs within the area are pushed to the edge of the spells effect.

Endless Flames

At 10th level, you learn the secret of smothering fire with fire. You now deal half damage to creatures that have immunity to fire, instead of none, and full damage to creatures that have resistance.


Art Credit Dragonborn Sorcerer by Chris Seaman: https://www.sageadvice.eu/2017/10/27/dragonborn-sorcerer-one-of-my-favorite-pieces-of-art-i-did-for-dd/
Reincarnation by Mona Finden https://www.deviantart.com/monanu/art/Reincarnation-509463002
Author Jonathon LeClare/Seething Ginger

Self Immolation

At 14th level, you can magically light yourself on fire for 1 minute, empowering your fire spells and lashing out at those who would harm you. While you are in this state of immolation, any spell you cast that deals fire damage is treated as though it was cast using a slot one level higher (up to 9th level), you deal fire damage equal to your intelligence modifier to any creature who hits you with a melee attack, and you are immune to fire damage. You also shed bright light in a 30 foot radius, and dim light in a 60 foot radius. Once you enter this state, you may not do so again until you finish a long rest.

Cryomancer

Wizard School

Cryomancer

Dedicating years of their lives to studying and harnessing the powers of cold, the Cryomancer can command power of arctic blasts andd weaponizes ice and frost. They learn the most effective ways to slow and debilitate opponents from afar, contributing to their companions successes through spells that both damage their opponents and control their movements. They have been taught how to undersand and control one of the very basic forces of nature.

Rime of Winter

Starting at 2nd level, when a you cast a spell of 1st level or higher that either deals cold damage or no damage, and does not already reduce speed, you can choose to reduce the speed of any creatures affected by the spell by 10 feet until the end of that creatures next turn.

Freezing Touch

At second level,you are able to freeze liquids on command. As a bonus action, until your concentration is broken (as if concentrating on a spell), you can choose to freeze liquids that they touch. This contact causes a 1 square foot area of liquid to freeze solid until the contact is broken, when it melts normally. If this is used on a volume of liquid that is larger than 1 square foot, it will freeze a sheet equal to one foot around where you contacted it. Once used, you cannot activate this ability until after a short or long rest. Starting at 11th level, you may use this twice between rests.

Tome of Ice

At 6th, and again at 9th and 13th, you can learn one spell from any class list, of a level that you can cast as a wizard, that does only cold damage. That spell becomes a wizard Spell for you, and is added to your spellbook.

Icy Aura

At 10th level, you have learned to douse the flames of your enemies. As a reaction, when you take fire damage, you may blanket the area in damp cold. You, and each creature within 15 feet of you, takes half of the fire damage instead. You also do not suffer the effects of extreme cold weather and are resistant to cold damage.


Art by Mominir Rhaman:https://www.deviantart.com/me-illuminated/art/Atevora-OC-commission-for-Runenwinter-407679906 and Ilya Nazaroth: https://www.artstation.com/artwork/zKyQw
Author Jonathon LeClare/Seething Ginger

Unending Frost

at 14th level, you can extract potent cold directly from your surroundings to empower your spells. When you cast a spell of 1st level or greater that does cold damage, you may choose to give all targets affected by the spell disadvantage on that spells initial saving throw. If you do this, you may not do so again until after finishing a long rest.

Geomancer

Wizard School

Geomancer

Through long hours of tedious and brutal study, the geomancer learns to harness the power of the earth and stone, granting you power over the ground itself. After many difficult lessons and rigorous training, you are able to protect their allies better, manipulate the earth more and stand your ground in the most difficult circumstances.

Roots of the Earth

Starting at 2nd level, you becomes a master over the earth and stone, molding it to your whim. As long as you are on the ground and within 1 foot of unworked earth or stone, you can use the earth itself as a spellcasting focus. Additionally, you no longer suffer movement penalties from difficult terrain created by earth, rocks or sand.

Flesh of Stone

Starting at 2nd level, if you are not wearing any armor, when you cast a spell of 1st level or higher, you add your constitution modifier to your Armor class until the end of your next turn.

Blessings of Earth

Beginning at 6th level, once per turn when you cast a transmutation spell of first level or higher that affects earth or stone during your turn, you also may choose from one of the following effects. The effect lasts until the end of the Geomancers next turn.

  • The Geomancer gains a burrowing speed of 30 feet. if the you loose your burrowing speed while still within the earth you are ejected to surface at the nearest point and take 4d6 force damage.
  • The Geomancer gains tremmorsense out to 30 feet.
  • The Geomancer cannot be knocked prone

Earthwielder

Starting at 10th level, you add significant force to many of your spells. Once per turn, when you hit a creature with an attack roll with a spell, roll 1d12 and add that much bludgeoning damage.

Earthen King

Starting at 14th level, you can surround themselves with an aura of stability. As a bonus action or as a reaction when you or an ally within 30 feet would become knocked down or be moved against their will, you can mold the earth to aid your allies and impedes your enemies in a 30 foot radius around you. Creatures that you chooses within that radius and in contact with earth or stone, cannot be knocked down and cannot be moved if they do not wish it. for all other creatures, the area is difficult terrain. Once activated, this aura lasts 1 minute and can be dismissed without an action. You can use this a number of times equal to your constitution modifier, and you regain all uses after a long rest.

Electromancer

Wizard School

Electromancer

Electromaners are fascinated with lighting, becoming drawn to its power and destructive capability. Through extensive study and tireless effort, they are able to harness this wild power to their will and are able to control the direction and energy of many of the most powerful blasts.
Electromancers tend to be as hot headed and flashy as the lighting they weild, thinking last and acting first, trusting in their own instincts and their own personal power to see them through even the most daunting challenges.

Master Electrician

Starting at 2nd level, you learn how to bounce lightning bolts between targets. When you do lightning damage with a spell, you can choose an additional creature within 15 feet of any creature that took damage from that spell. The chosen creature takes lightning damage equal to half your wizard level.

Electifying Arcanist

Starting at 2nd level, you are able to add a bit of electricity to any spell you cast. When a creature fails its saving throw against a spell that you cast of 1st level or higher, it cannot take reactions until the start of its next turn.

Tome of Lightning

At 6th, you can learn one spell from any class list, of a level that you can cast as a wizard, that does only lightning damage. That spell becomes a wizard Spell for you, and is added to your spell book. You may do this again at 9th and 13th level.

Power Conduit

Starting at 10th level, you gain the ability to cast your electrical spells from points other than yourself. When you cast a spell that does only lightning damage, you may choose a creature within 30 feet of you to be the point of origin for the spell instead of you.


Art Credits:
Lighting Strike by Adam Paquette http://www.artofmtg.com/art/lightning-strike/
Battle Mage by Dave Palumbo: http://2.bp.blogspot.com/_KsWfXcRw7EE/Rs09wT85OOI/AAAAAAAAABc/jZ3XiYbcpA0/s1600/battlemage.jpg
Author Jonathon LeClare/Seething Ginger

Leaping Bolts

Starting at 14th level, you are able to extend the reach of your spells to new targets. When you cast a spell of 1st level or greater that does lighting damage, you may choose one other creature not already affected by the spell within 20 feet of any other creature that will be affected. The additional creature is affected by the spell as well.

Aeromancer

Wizard School

Tome of Air

The following spells are added to the wizard spell list for you.

Level Spell
5th Wind Wall
11th Wind Walk

Aeromancer

The Aeromancer has studied the wind and the sky, and controls these primal forces to aid and protect both themselves and their allies. Plumbing the depths of knowledge involving manipulation and creation of winds has allowing these mages unparalleled maneuverability and consistent defensive actions.

Breezelord

Starting at 2nd level, you learn how to harness the gusts of wind to propel you across the combat. Attacks of Opportunity against you automatically miss. Also, when you cast a spell of 1st level or greater, your movement increase by 10 feet until the end of your turn.

Upward Mobility

At 6th level, you can use the winds you summon to fly for short times. As a bonus action, you can gain a fly speed equal to your movement speed for a number of rounds equal to your intelligence modifier. Once you use this ability, you may not use it again until you finish a long or short rest.

A Leaf on the Wind

Starting at 10th level, you are able to call the winds around you, enabling quick reactions and unhindered movement. Whenever you cast a conjuration or transmutation spell of 1st level or higher, you gain advantage on all dexterity saving throws until the start of your next turn and if you succeed on a dexterity saving throw, you can use your reaction to move up to your speed away from the center of the spells area.

Art:
Ward By Matt Forsyth: https://www.deviantart.com/mattforsyth/art/Ward-552395131
Early Winter by Ergey Grechanyuk https://fantasyartworks.tumblr.com/page/15
Author Jonathon LeClare/Seething Ginger

One with the Sky

At 14th level, you become airborne, enabling you to maneuver about the battlefield. As a bonus action on your turn, you can jump into the air, gaining a fly speed equal to your speed for up to 10 minutes. While this ability is active and you are airborne for any reason, you have advantage on attack rolls against creatures on the ground, have advantage on Dexterity saving throws, and opponents on the ground have disadvantage when making attacks against you. Once you use this ability, you may not use this again until you finish a long or short rest.

Hydromancer

Wizard School

Hyrdomancer

Hydromancers have learned to use both the water that covers the earth, as well as that contained within many living beings, shaping it to their will. Their studies teach them how to extract, utilize and eliminate water within both creatures and plants, becoming dreaded foes as they both wither and drown those who oppose them. They are not solely focused on destruction, though, and are able to envigorate their allies.

Expanded spell list

Being a hydromancer lets you choose from an expanded list of spells. The following spells are added to the wizard spell list for you.

Level Spell
1st Create or Destroy Water
5th Create food and Water
5th Water Walk
9th Maelstrom
15th Tsunami

Crashing Waves

At 2nd level, you are able to impart the force of waves into your spells. When you hit a huge or smaller creature with an attack from a spell of 1st level or higher, or when it fails a saving throw against a spell you cast, you may push it up to 5 feet away from you.

One with Water

At 2nd level you gain a swim speed of 30 feet, and you become amphibious, able to breathe both air and water, and you do not suffer from the affects of the extreme temperatures or pressure of water

Inundation

At 6th level, you may use a bonus action to conjure a pool of water to surround you. This pool radiates out from you 30 feet in all directions and is 4 inches deep, and stays in place if you move. Once you use this ability, you may not summon another pool until you finish a long or short rest.
When you cast a conjuration or transmutation spell of 1st level or greater, you may animate the water around a friendly creature you choose within the pool, protecting it from harm. Until the end of your next turn or until the creature moves out of the pool, ranged attacks and attacks made against that creature while within 5 feet of it are made with disadvantage.

Tidewall

Starting at 10th level, you can use your pool of water defensively, calling forth water to crash into opponents. Your pool becomes difficult terrain for your enemies. When a enemy enters the pool for the first time, or moves within it, they must make a dexterity saving throw against your spell DC. If they fail, they are pushed 10 feet in a direction you choose and are knocked prone.

Aqueous Mastery

At 14th level, you become one with your pool of water, and it moves with you. Additionally, as a bonus action, you may teleport from any place within a body of water to any other place within 60 feet and within the same body of water. You may also use your reaction, when a any number of creatures in the pool are forced to make a dexterity saving throw against a spell or harmful effect, to grant any of them advantage on their saving throw.


Art Credits Water Enchantress by Karine K: https://www.artstation.com/artwork/water-enchantress Breakthrough by Raymond Swanland:https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382225
Author:Jonathon LeClare/Seething Ginger

PART 2

Spells

Bard Spells

Cantrips (0 Level)

Hydroburst (conujuration)
Wind Blast (transmutation)

1st Level

Rimehammer (evocation)
Static Bolt (evocation)
Wrecking Squall (transmutation)

2nd Level

Forked Lightning (evocation)
Grasping Lightning (transmutation)
Hammer of Kagarad (traansmutation) Scalding Reprisal (evocation)

3rd Level

Bolt from the Blue (evocation)
Downblast (conjuration)
Electroleash (conjuration)
Flame Step (transmutation)
Fling (conjuration)

4th Level

Bounding Bolt (evocation)
Cloak of Storms (transmutation) Defenestrating Sphere (conjuration)
Ice Spear (conjuration)
Serrated Gust (transmutation)
Bounding Bolt (evocation)

5th Level

Frozen Ground (transmutation)
Galvanic Discharge (evocation)
Howling Gale (transmutation)

6th Level

Constricting Currents (transmutation) Juriaths Dome (conjuration)
Voltaic Charge (evocation)

7th Level

Cold Snap (transmutation)
Create Geyser (transmucation)
Howling Gale (transmutation)
Mountainstance (transmutation)
Updrafts (enchantment)

8th Level

Coilblast (evocation)
Durmaths Wrathful Fist (transmutation)
Polar Grip (conjuration)

9th Level

Arctic Tempest (conjuration)
Avalanche (conjuration)
Lightning Vortex (evocation)
Sinkhole (transmutation)
Sudden Sea (transmutation)

Cleric Spells

Cantrips (0 Level)

Fist of Stone (conjuration)
Hydroburst (conujuration)
Wind Blast (transmutation)

1st Level

Aquajet (conjuration)
Stonescales (transmutation)
Static Bolt (evocation)
Wrecking Squall (transmutation)

2nd Level

Earth Spikes (transmutation)
Forked Lightning (evocation)
Grasping Lightning (transmutation)
Hammer of Kagarad (traansmutation)
Scalding Reprisal (evocation)

3rd Level

Bolt from the Blue (evocation)
Downblast (conjuration)
Flame Step (transmutation)
Fling (conjuration)
Gaia's Embrace (transmutation)
Liquid Armaments (conjuration)

4th Level

Bounding Bolt (evocation)
Cloak of Storms (transmutation)
Drown (conjuration)
Fissure (transmutation)
Roiling Wave (transmuation)
Serrated Gust (transmutation)

5th Level

Entomb (transmutation) Galvanic Discharge (evocation)
Howling Gale (transmutation)
Incinerate (evocation)
Undertow (conjuration)

6th Level

Constricting Currents (transmutation)
Gaze of Fire (evocation)
Juriaths Dome (conjuration)

7th Level

Create Geyser (transmucation)
Howling Gale (transmutation)
Mountainstance (transmutation)
Updrafts (enchantment)

8th Level

Devouring Inferno (evocation)
Durmaths Wrathful Fist (transmutation)
Earthen Mastery (transmutation)

9th Level

Arctic Tempest (conjuration)
Avalanche (conjuration)
Lightning Vortex (evocation)

Sinkhole (transmutation)
Sudden Sea (transmutation)

Druid Spells

Cantrips (0 Level)

Fist of Stone (conjuration)
Hydroburst (conujuration)
Wind Blast (transmutation)

1st Level

Aquajet (conjuration)
Rimehammer (evocation)
Stonescales (transmutation)
Static Bolt (evocation)
Wrecking Squall (transmutation)

2nd Level

Earth Spikes (transmutation)
Forked Lightning (evocation)
Hammer of Kagarad (traansmutation)
Scalding Reprisal (evocation)
Winter Bolt (evocation)

3rd Level

Bolt from the Blue (evocation)
Downblast (conjuration)
Fling (conjuration)
Gaia's Embrace (transmutation)
Liquid Armaments (conjuration)

4th Level

Bounding Bolt (evocation)
Cloak of Storms (transmutation)
Drown (conjuration)
Fissure (transmutation)
Ice Spear (conjuration)
Roiling Wave (transmuation)
Serrated Gust (transmutation)

5th Level

Entomb (transmutation)
Frozen Ground (transmutation)
Howling Gale (transmutation)
Undertow (conjuration)

6th Level

Constricting Currents (transmutation)

7th Level

Cold Snap (transmutation)
Create Geyser (transmucation)
Howling Gale (transmutation)

8th Level

Durmaths Wrathful Fist (transmutation)
Earthen Mastery (transmutation)
Polar Grip (conjuration)

9th Level

Arctic Tempest (conjuration)
Avalanche (conjuration)
Sinkhole (transmutation)
Sudden Sea (transmutation)

Ranger

1st Level

Stonescales (transmutation)

4th Level

Cloak of Storms (transmutation)
Ice Spear (conjuration)

Sorcerer

Cantrips (0 Level)

Fist of Stone (conjuration)
Hydroburst (conujuration)
Wind Blast (transmutation)

1st Level

Aquajet (conjuration)
Rimehammer (evocation)
Stonescales (transmutation)
Static Bolt (evocation)
Wrecking Squall (transmutation)

2nd Level

Dessicate (transmutation)
Earth Spikes (transmutation)
Forked Lightning (evocation)
Grasping Lightning (transmutation)
Hammer of Kagarad (traansmutation)
Scalding Reprisal (evocation)
Winter Bolt (evocation)

3rd Level

Bolt from the Blue (evocation)
Bonefrost (transmutation) Downblast (conjuration) Electroleash (conjuration)
Flame Step (transmutation)
Fling (conjuration)
Gaia's Embrace (transmutation)
Liquid Armaments (conjuration)

4th Level

Bounding Bolt (evocation)
Combustion (evocation)
Cloak of Storms (transmutation)
Defenestrating Sphere (conjuration)
Drown (conjuration)
Fissure (transmutation)
Ice Spear (conjuration)
Roiling Wave (transmuation)
Serrated Gust (transmutation)

5th Level

Frozen Ground (transmutation)
Entomb (transmutation) Galvanic Discharge (evocation)
Howling Gale (transmutation)
Incinerate (evocation)
Undertow (conjuration)
Tomb of Ice (conjuration)

6th Level

Constricting Currents (transmutation)

Gaze of Fire (evocation)
Juriaths Dome (conjuration)
Voltaic Charge (evocation)

7th Level

Cold Snap (transmutation)
Create Geyser (transmucation)
Howling Gale (transmutation)

8th Level

Coilblast (evocation)
Devouring Inferno (evocation)
Durmaths Wrathful Fist (transmutation)
Polar Grip (conjuration)

9th Level

Arctic Tempest (conjuration)
Avalanche (conjuration)
Lightning Vortex (evocation)
Sinkhole (transmutation)
Sudden Sea (transmutation)

Warlock

1st Level

Aquajet (conjuration)
Rimehammer (evocation)
Stonescales (transmutation)
Static Bolt (evocation)

2nd Level

Dessicate (transmutation)
Forked Lightning (evocation)
Hammer of Kagarad (traansmutation)

3rd Level

Bolt from the Blue (evocation)
Bonefrost (transmutation)
Electroleash (conjuration)
Flame Step (transmutation)

4th Level

Bounding Bolt (evocation)
Combustion (evocation)
Defenestrating Sphere (conjuration)
Drown (conjuration)
Fissure (transmutation)
Roiling Wave (transmutation)

5th Level

Howling Gale (transmutation)
Incinerate (evocation)
Tomb of Ice (conjuration)

6th Level

Constricting Currents (transmutation)
Entomb (transmutation)
Gaze of Fire (evocation)

7th Level

Cold Snap (transmutation)
Howling Gale (transmutation)

8th Level

Coilblast (evocation)
Devouring Inferno (evocation)
Durmaths Wrathful Fist (transmutation)
Polar Grip (conjuration)

9th Level

Lightning Vortex (evocation)
Sinkhole (transmutation)
Sudden Sea (transmutation)

Wizard Spells

Cantrips (0 Level)

Fist of Stone (conjuration)
Hydroburst (conujuration)
Wind Blast (transmutation)

1st Level

Aquajet (conjuration)
Rimehammer (evocation)
Stonescales (transmutation)
Static Bolt (evocation)
Wrecking Squall (transmutation)

2nd Level

Dessicate (transmutation)
Earth Spikes (transmutation)
Forked Lightning (evocation)
Glacial Barricade (conjuration)
Grasping Lightning (transmutation)
Hammer of Kagarad (traansmutation)
Scalding Reprisal (evocation)
Winter Bolt (evocation)

3rd Level

Bolt from the Blue (evocation)
Bonefrost (transmutation)
Downblast (conjuration)
Electroleash (conjuration)
Flame Step (transmutation)
Fling (conjuration)
Gaia's Embrace (transmutation)
Liquid Armaments (conjuration)

4th Level

Bounding Bolt (evocation)
Combustion (evocation)
Cloak of Storms (transmutation)
Defenestrating Sphere (conjuration)
Drown (conjuration)
Fissure (transmutation)
Ice Spear (conjuration)
Roiling Wave (transmuation)
Serrated Gust (transmutation)

5th Level

Frozen Ground (transmutation)
Galvanic Discharge (evocation)
Howling Gale (transmutation)
Incinerate (evocation)
Undertow (conjuration)
Tomb of Ice (conjuration)

6th Level

Constricting Currents (transmutation)
Entomb (transmutation)
Gaze of Fire (evocation)
Juriaths Dome (conjuration)
Voltaic Charge (evocation)

7th Level

Cold Snap (transmutation)
Create Geyser (transmucation)
Howling Gale (transmutation)
Mountainstance (transmutation)
Updrafts (enchantment)

8th Level

Coilblast (evocation)
Devouring Inferno (evocation)
Durmaths Wrathful Fist (transmutation)
Earthen Mastery (transmutation)
Polar Grip (conjuration)

9th Level

Arctic Tempest (conjuration)
Avalanche (conjuration)
Lightning Vortex (evocation)
Sinkhole (transmutation)
Sudden Sea (transmutation)

Aquajet

1st level Conjuration


  • Casting Time: 1 Action
  • Range: self (30 foot line)
  • Components: S,M (A small length of tube)
  • Duration: Instantaneous

You create a pounding pulse of water from your palm, stretched outward towards your enemies. Each creature in a 30 foot long, 10 foot wide line must make a strength saving throw. Each creature that fails the save takes 2d6 cold damage and is pushed to the end of the line. A creature that succeeds on its saving throw takes half damage and is not pushed.


At Higher Levels When you use a spell slot of 2nd level or higher to cast this spell, it does 1d6 additional damage per spell slot used above 1st.

Arctic Tempest

9th level conjuration


  • Casting Time: 1 Action
  • Range: Sight
  • Components: V, S, M (A blown glass orb filled with oil and chips of porcelain) and)
  • Duration: Concentration up to 1 minute

You summon the great power of the arctic storms, freezing and burying your enemies. Cold, grey clouds gather around a point you can see, spreading out to radius of 300 feet. Howling cold, biting winds and freezing gales pound everything in the radius. Each round you concentrate on the storm it intensifies until it ends. The effects of the storm are cumulative, so that each round a creature in the storm suffers all effects from the previous rounds as well. The area of the spell is difficult terrain. If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful concentration check against your spell save DC or lose concentration.


Round 1 Creatures entering the spells area for the first time, or starting their turn in the spells area and not inside a building or similar shelter must make a constitution saving throw. If it fails, the creature takes take 3d8 cold damage.


Round 2 The entire area of the spell becomes dark. In addition to the conditions above, if the creature fails its constitution save for starting or entering the spells area for the first time, they become deafened until the start of their next turn.


Round 3 The precipitation turns to snow, covering everything in a thick, wet blanket and 1" of snow accumulates per round. In addition to the effects above, if the creature fails its constitution save for starting or entering the spells area for the first time, they become restrained, in a layer of ice until they pass the saving throw at the start of their turn.


Rounds 4-10 The precipitation turns to sleeting ice. Movement is hampered such that a creature within the spells area must spend 5 feet of movement to move one foot, nonmagical fires are extinguished, and damage from fires is reduced by half.


A creature killed by this spell becomes a frozen statue until it thaws.

Avalanche

9th level Conjuration


  • Casting Time: 1 Action
  • Range: 300 feet
  • Components: V, S, M (An opal worth 100gp and a small brass trumpet)
  • Duration: Instantaneous

Snow, ice and rock crash down violently, burying everything and destroying buildings. The Avalanche comes crashing down, filling a space within range, up to 100 feet long and 40 feet wide, and will spread around corners. Each creature in the area when the avalanche begins must make a constitution saving throw. Each target that fails its save takes 25d6 cold damage and 15d6 bludgeoning damage, are unconscious, and buried under 20 feet of debris. A successful saving throw results in half damage, and the creature is pushed outside of the spells area of effect to a space they choose. A creature buried by the debris is still alive, stable, and can breathe but is hidden to all others. At the end of each of it turns that it remains buried, it must make a constitution saving throw. If it fails, it takes 3d6 more cold damage. On a successful save, it regains consciousness and takes half that damage. A creature can be removed from the snow by digging its way out at 5 feet per round. Other people can assist also dig 5 feet per round from above and attempt to rescue a creature either conscious or unconscious. A Creature can also be freed by dealing 50 fire damage to its surroundings and in the correct direction.

Bolt from the Blue

3nd Level Evocation


  • Casting Time: 1 Action
  • **Range:**60 feet
  • Components: V, S, M (two tufts off wool, on gray, one white)
  • Duration: instantaneous

You call down a bolt of lighting onto a space you can see within range. You cannot use this spell anywhere there is not access to the sky. Each creature in a 5 foot square area you can see must make a dexterity saving throw. Each creature that fails takes 6d10 lighting damage, or half damage on a successful save.

Bonefrost

4rd Level Conjuration


  • Casting Time: 1 Action
  • Range: 100 feet
  • Components: V, S, M (a human knucklebone embedded in crystal)
  • Duration: Concentration, up to 1 minute

Summoning the bitter cold and biting winds of the north, you chill your targets, slowing them to a crawl. Choose up to three creatures that you can see within range, and that are no further than 30 feet apart. Each Creature must make a constitution saving throw. A creature that fails its save also becomes vulnerable to cold and fire damage, and any time it goes to make an attack or cast a spell, it must make a dexterity check against the DC of this spell. Failing the dexterity check causes the spell to fail but still consumes the spell slot and causes the attack to automatically miss. At the end of each of its turns, an affected creature makes a constitution saving throw. On a successful save, the spell ends.


At Higher Levels When you use a spell slot of 5th level or greater to cast this spell, you can target an additional creature for every spell level above 4th.

Bounding Bolt

4nd Level Evocation


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (a shard of glass)
  • Duration: Concentration, up to 1 minute

A bolt of lighting darts our from your hand to a creature you can see, and then continues bounding from creature to creature. Choose two creatures no more than 40 feet apart, one of which is within 20 feet of you. Lighting leaps from the creature closest to you to the second creature. Each affected creature must make a dexterity saving throw. If it fails, it takes 6d8 Lightning damage.


At Higher levels When you cast this spell using a spell slot of 5th level or greater, the damage increases by 1d8 and you may chose one additional creature, no two of which may be greater than 60 feet apart and no creature may be chosen more than once, per spell level above 4th.

Cloak of Storms

4th level Evocation


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (A silver pin)
  • Duration: Concentration, up to 1 minute.

You imbue the target with the power of the storm, able to fly and summon lightning. For the duration of the spell, they are shrouded in a crackling lighting field that damages enemies and empowers their attacks. The target gains he following abilities.

  • They gain a fly speed of 30 feet.
  • They are lightly obscured by clouds swirling about their body.
  • As a bonus action, they can point at a creature they can see within 20 feet. It makes a dexterity saving throw or takes 3d8 lightning damage, half as much on a successful save.
  • They gain resistance to lighting damage.

Coilblast

8th level Evocation


  • Casting Time: 1 Action
  • Range: Self (100 foot line)
  • Components: V, S, M (An ornate silver rod studded with amber and glass crystals)
  • Duration: Instantaneous

A Swirling bolt of electric power blasts out from your fist, coiling around anyone in a 100 foot line, 10 feet wide. Each creature in the line must make a dexterity saving throw. If it fails, it takes 10d8 lightning damage. On a successful save, it takes half that much. Each creature in the line that failed its saving throw is then pushed up to 50 feet towards a point of your choosing within the line.

Cold Snap

7th level Conjuration


  • Casting Time: 1 Action
  • Range: 100 foot radius, centered on you
  • Components: S
  • Duration: Concentration, up to 1 minute

You snap your fingers and the temperature drops below freezing in an instant. In a 100 foot area centered on you, the temperature drops so cold as to make breath turn to ice and the air fill with crystalized water. The area of the spell does not move with you. The area of the spell is lightly obscured. Each target in the area when the spell is cast must make a Constitution saving throw. Each creature that fails it saving throw suffers the first stage of the spells effect. Creatures made of fire have disadvantage on this save.

Stage Effect
1 Disadvantage on ability checks and movement reduced by half.
2 Disadvantage on Attacks and Saving throws
3 Cannot perform Verbal spell components, Cannot take bonus actions
4 Cannot perform Somatic Spell Components, Cannot make more than one attack during the attack action

When a creature enters the area for the first time or ends its turn within the spells area, they must make a constituion saving throw. Creatures that fail suffer the cumulative effects of their bodies being wracked by the cold, moving down one stage of the spells effect. Each effect is cumulative with the others, so if you are on stage three, you suffer stage one and two as well.

Combustion

4th level Evocation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a twig with a Sulphur Tip)
  • Duration: 1 round

With a violent clasp of your fist, flames swarm up and around a creature. Chose a creature you can see within range. It must make a dexterity saving throw. If it fails the saving throw, it takes 5d6 fire damage, and its body is wracked with pain from fire coursing over its body. The creature uses is reaction its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face.


At Higher Levels When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d6 for each slot above 4th

Constricting Currents

6th level Conjuration


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (An Ice Snakes shed skin)
  • Duration: Concentration up to 1 minute

On your command, the air forms into bands of swirling wind around a single creature that you can see within range. It must make a Strength saving throw. If it fails the saving throw is grappled, restrained and lifted 10 feet into the air. A creature can make a Strength save at the end of each of its turns. On a successful save, the creature breaks free and is not longer affected by the spell. As a bonus action, on your turn, you can move a single creature affected by this spell 15 feet through the air. The creature moves slowly, and maintains the height of 10 feet above the ground.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Create Geyser

7th level Transmutation


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V,S,M (a drop of water touched to a pebble)
  • Duration: Instantaneous

You summon water from deep within the earth to explode upward and outward. Chose a point you can see within range. A 10 foot radius surrounding the point explodes outwards and upwards. Each creatures within the spells area must make a dexterity saving throw. If a creature fails, it takes 8d6 bludgeoning damage, and is also launched into the air 80 feet via a pillar of water that lasts but a few moments. Creatures that fail to reach the maximum height of the geyser take 1d6 bludgeoning damage from the force of impact for every 10 feet they are unable to travel. each creature then falls to the earth. Creatures that successfully save are safely ejected outside of the spells area without being thrown into the air and take half of the initial damage.

Defenestrating Sphere

4th level Conjuration


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S, M (a small gray pearl worth at least 50gp)
  • Duration: Concentration, up to 1 minute

When you cast this spell, you create a violently swirling sphere of air. As a bonus action, you can make the sphere travel up to 30 feet per round and strike a creature or object you indicate. That creature must make a Constitution saving throw. If it fails the save it takes 3d6 bludgeoning damage from the wind as it is swept up by the sphere and driven 1d8×10 feet into the air, dropping 1d6x5 feet from their original position in a random direction and taking falling damage as normal. If a window is within range, the subject is automatically thrown in that direction. If some obstacle prevents the subject creature from reaching its expelled height, it takes 1d6 points of damage for every 10 feet of movement it was unable to complete, so that a creature hurled 50 feet up in a room with a 20-foot ceiling would take 3d6 points of damage from the impact, then take 2d6 points of damage when it falls back to the ground. The sphere can affect a maximum of one creature or object per round, and winks out if it exceeds the spell’s range.

Desiccate

2nd level Transmutation


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S,V
  • Duration: Concentration, up to 1 Minute

You extract the liquid from a creature you can see within range. It must make a constitution saving throw. If it fails, it takes 2d10 Necrotic damage and becomes poisoned. On a successful save, the creature takes half damage, but suffers no other effects. At the end of each of its turns, an affected creature must make a constitution saving throw. If it fails, it takes 2d10 Necrotic Damage, and on a successful save, the spell ends. A creature killed this way turns to dust. Creatures that contain no liquids are unaffected by this spell.


At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, this spell does an additional 1d10 damage per level above 2nd.

Devouring Inferno

8th level Evocation


  • Casting Time: 1 Action
  • Range: 300 feet
  • Components: V, S, M (a bottle of flammable liquid you light on fire)
  • Duration: Instantaneous

Flame explodes from a creature you can see within range. It must make a dexterity saving throw. If it fails the saving throw, it takes 10d6 fire damage. On a successful saving throw it takes half as much damage. Pass or fail, it also becomes wreathed in flames that lick out and attempt to light other nearby creatures on fire. Any creatures not immune to fire or already wreathed in flames that starts or ends its turn within 5 feet of a creature wreathed in flames must also make a dexterity saving throw. If it fails the saving throw, it takes 8d8 fire damage and also become wreathed in flames. A Creature that is wreathed in flames makes a dexterity saving throw at the end of each of its turns. If it fails, it takes 5d6 fire damage. On a successful save, the creature is no longer wreathed in flames.

Downblast

3nd level Conjuration


  • Casting Time: 1 Action
  • Range: 150 Feet
  • Components: V,S,M (a handfull of earth)
  • Duration: Instantaneous

You summon blasts of wind to push creatures out of the air. Chose a creature you can see within range. That creature must make a dexterity saving throw. huge or larger creatures have advantage on this save. If it fails the saving throw, the winds push it downward with the speed of a fall, up to 80 feet. If a creature contacts the ground or another object during this fall, it takes 1d6 damage per 10 feet it was pushed, as if it was falling.

Drown

4th level Conjuration


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V,S
  • Duration: Instantaneous

You fill a breathing creatures lungs with water. Choose a you can see within range. It must make a constitution saving throw. If it fails, it takes 9d6 necrotic damage, cannot speak, has its movement reduced to 0, clutching its throat and chest. At the end of each of its turns, a creature must make a constitution saving throw. If a creature fails three saving throws, including the initial saving throw, then it drops to 0 Hit points. On a successful saving throw, the creature that saves ejects the water, ending all effects. Creatures that can breathe water or do not breath automatically pass their saving throws.

Durmaths Wrathful Fist

8nd level Conjuration


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: S
  • Duration: Instantaneous

With a punching gesture, you summon a devastating fist of air to crush your opponents. Choose a creature that you can see within range. It must make a dexterity saving throw. If it fails, it takes 12d10 damage, becomes prone and is stunned until the end of your next turn. If it passes the save, it takes half damage.

Earthen Mastery

8th level Transmutation


  • Casting Time: 1 Action
  • Range: Self (100' radius)
  • Components: V, S, M (a miniature fort)
  • Duration: Concentration, up to 10 minutes

You control the earth and stone around you in a powerful show of force, bending the ground itself to your will. When you cast this spell you pull four 10 foot cubic areas of boulders, stones and rock formation to the surface. These formation must be more than 5 feet apart, but otherwise can be anywhere in the spells area. As a bonus action, on your turn, you may relocate the boulders within the area. The Former boulders sink into the earth harmlessly, depositing anyone on them onto the ground, and the new ones push up through the ground, lifting creatures in the area with them. Allies within the area do not suffer the penalty of difficult terrain, and may walk over open air and water within the spells area as you form the land into temporary bridges and paths in front of them. An ally that ends their turn above water or air has the bridge dissolve underneath them and they plunge into whatever terrain is actually there. All enemies in the area treat the spells area as difficult terrain. While the spell is active you may use your bonus action to explode the earth in a 5 foot radius around a point you in range. Make a melee Spell attack against each target in the area. On a hit, the target 5d6 bludgeoning damage and become prone.


Or I can write it like this:


Each creature in the targeted area must make a dexterity saving throw. Targets that fail their saving throw take 5d6 bludgeoning damage and become prone, and take half damage on a successful one.

Earth Spikes

2nd level Transmutation


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M
  • Duration: Instantaneous

Swelling up from deep underground, a massive stone spike bursts through the earth. Chose a point on the ground within range. You do not need to be able to see the point, but you must know that it is solid ground. If you target a point that is not on the ground, the spell fails and the spell slot is still consumed. A 5 foot diameter stone spike bursts out of the ground at that point. Make a melee spell attack against each creature in the area of the spike. This attack is a critical hit on a 19 or 20. If you hit a creature, it takes 3d8 piercing damage.


Or I can write it like this:


Each creature on that point must make a dexterity saving throw. Each target that fails takes 3d8 piercing damage, or half of that on a successful saving throw.
At Higher levels When you cast this spell using a spell slot of 3rd level or higher, it does an additional d8 damage per spell level above 2nd

Earthworks

2st level Transmutation


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (a small stone wall about 4 inches long)
  • Duration: Concentration, up to 1 minute

You create a defensive position behind which to fight. You create a 50 foot long by 10 foot wide by 5 foot tall berm of earth. This line may curve but must be continuous. This line is difficult terrain. As a reaction during the spells duration, As a reaction during the spells duration, you can make a melee spell attack against any creature touching the earthworks. If you hit, they are knocked prone.


Or I can write it like this:


As a reaction during the spells duration, you can cause any creature walking on or coming over the earthworks to make a dexterity saving thrown. If they fail, they are knocked prone.

Electroleash

3nd Level conjuration


  • Casting Time: 1 Action
  • **Range:**20 feet
  • Components: V, S, M (a coiled wire collar)
  • Duration: Concentration, up to 1 minute

A collar and leash made of pure lightning appear on a creature you can see within range. The collar is around its neck and the leash it visibly attached to you. The first time during its turn that creature moves more than 20 feet away from you, it must make a constitution saving throw. If it fails, it takes 4d8 electric damage and is restrained. On a successful save, it takes half as much damage and is not restrained. If the creature ever gets more than 60 feet away from you, the spell ends. The creature must make a constitution saving throw at the end of each of its turns. On a successful save, the spell ends.


At Higher levels When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 1d8 damage per level above 2nd.

Entomb

5th level Transmutation


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (a small. ornately carved coffin)
  • Duration: Concentration, up to 1 minute

You touch a creature, and the ground turns soft under their feet and sucks them down. Each creature you choose within 10 feet of the creature touched must make a dexterity saving throw. If it fails, it is swallowed by the earth, becoming buried 15 feet below the surface. Creatures within a tomb can dig themselves out using an athletics (Strength) check against the DC of the spell, digging 5 feet in a round. While a creature is buried, it is blind, deaf, and their movement is reduced to 5 feet. When the spell ends, the creature is ejected to the point where they were entombed. To all other creatures. The earth remains as it was.


At Higher levels When you cast this spell using a spell slot of 6th level or higher, the radius of the spell increases by 5 feet per spell level above 5th.

Fissure

4th level Transmutation


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Instantaneous (permanent)

A crack appears in the earth, starting a point within range that you know is earth or stone. The Fissure is 10 feet wide and 10 feet long and 40 feet deep. Each creature of size large or smaller in the spells area when it is created must make a dexterity saving throw. Creatures that fail fall into the fissure. Creatures that succeed move to a point of their choice outside the fisure. Buildings or structures within the Spells area may collapse or become structurally unsound.


At Higher Levels you may cast this spell using a spell slot of 5th level or greater. For each spell slot above 4th, you can create another fissure.

Fist of Stone

Conjuration Cantrip


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M
  • Duration: Instantaneous

A casing of rock and stone surrounds your fist as you punch at another creature. The Fist fly’s off of your hand and speeds towards a creature you choose that you can see, up to the limit of the spell, where it crumbles harmlessly to dust. If the fist would hit a creature, make a melee spell attack roll against that creature. This attack is a critical hit on a 19 or 20. If it hits, the creature takes d8 bludgeoning damage, if it misses, the fist crumbles harmlessly to dust.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Flame Step

3nd level Conjuration


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a carved sandstone statuette of yourself)
  • Duration: Instantaneous

With an explosion of flames, you teleport to an unoccupied space within 60 feet that you can see. Creatures within 5 feet of you when you arrive must make a dexterity saving throw. If a creature fails it takes 3d6 fire damage. On a successful save it takes half damage.

Fling

3rd level Conjuration


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

By gently flicking the creature, you send a creature flying through the air. It must make a Strength Saving throw. If it fails the saving throw, the creature is tossed 60 feet away from you. The creature is lifted 10 feet off the ground for each 10 feet it is flung. If a creature stops short of the full distance, it takes 1d6 bludgeoning damage per 10 feet left in the fling from the force of the stop, and then falls to the earth. If it is stopped short by hitting a creature, the creature hit also takes the damage.


At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the distance tossed increases by 10 feet, and the damage by 1d6, per spell level above 3rd.

Forked Lightning

2nd level Evocation


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S, M (a crystal tuning fork)
  • Duration: Instantaneous

A split bolt of lightning forks from your fingertips towards two creatures you can see in range. The targets may be no more than 30 feet apart. Both creatures must make a dexterity saving throw. Each creature that fails its saving throw takes 3d8 damage, and half of that on a successful one.


At Higher Levels When you cast this spell using a spell slot of 3rd level or greater, each bolt does 1d8 more damage for each level above 2nd.

Frozen Ground

5th level Conjuration


  • Casting Time: 1 Action
  • Range: 150 feet
  • Components: V, S, M (a vial containing the water of an old hailstone)
  • Duration: Concentration, up to 1 minute

You summon a chilling, freezing coating of ice that covers the ground, halting movement and preventing hostile actions. Choose a point you can see within range. A 30 foot radius area around the point is coated in 3 inches of ice, and the effect spreads around corners. This coats walls up to a height of 6 feet.
If this targets a body of water, that water freezes up to a depth of 2 feet and creates a 30 foot radius surface.
The spells area is difficult terrain, and any creature attempting to move more than 5 feet or make a melee or ranged weapon attack must make a dexterity saving throw, on a failure they slip and fall prone. Each Creature in the spells area must make a Constitution saving throw at the end of their turn if they did not move during that turn. If it fails, the creature takes 1d6 cold damage and is restrained. A creature can, as an action, make a Strength (Athletics) check against the DC of the spell, to break out of the ice ending the restraint.

Galvanic Discharge

5th level Evocation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (Two amber arrowheads)
  • Duration: Instantaneous

A sudden strike of lightning blasts a target in range and then surge to two other targets, blasting all in the way. Choose a creature that you can see within range of the spell. It must make a dexterity saving throw. If it fails, it takes 7d8 lightning damage. Then choose two other creatures within 40 feet of the original target. A line of lightning 5 feet wide emanates from the original target to each of the additional targets. Each creature in a line must make a dexterity saving throw. If it fails, it takes 7d8 lightning damage. If it succeeds, it takes half as much damage.


At Higher Levels: When you cast this spell using a spell slot of 6th level or greater, the damage increases by 1d8 for each level above 5th

Gaze of Fire

6th level Evocation


  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

Your gaze burns with intensity hot enough to light even living beings on fire. When you cast this spell, and as an action on each of your turns as long as the spell remains active, you can choose a creature you can see within 30 feet of you. It must make a Constitution save to avoid your gaze. If it fails the saving throw, the creature locks eyes with you and their organs start to smolder and burn from the inside out, and it takes 10d6 Fire damage. On a successful save, the creature takes no damage.

Gaia's Embrace

3rd level Transmutation


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M
  • Duration: Concentration, Up to 1 minute.

Large slabs of stone and Earth pull themselves up from the deep underground to become your shields and weapons. When you cast this spell, you summon 4 stone slabs that float gently around you and protect you from harm. Your base armor class becomes 10 + the number of slabs + Dex modifier. On your turn, as an action, You may launch a slab at a creature within 30 feet. The stone detaches from orbit around you and rockets towards the creature. Make a ranged spell attack against that creature, this attack is a critical hit on a 19 or 20. If you hit, the creature takes 3d6 damage. The slab them breaks apart and falls to the ground as dust.


Or I can write it like this:


On your turn, as an action, you may launch a slab at a creature within 30 feet. The stone detaches from orbit around you and rockets towards that creature who makes a dexterity saving throw, suffering 3d6 damage on a failed save. The slab them breaks apart and falls to the ground as dust.


At Higher Levels when you cast this spell using a spell slot of 4th level or higher, you gain one additional slab for every two levels above 3rd.

Glacial Barricade

2nd Level Conjuration


  • Casting Time: 1 Reaction when a creature hits you with an attack or casts a spell at you
  • Range: 10 feet
  • Components: V, S, M (a small fragment of glass)
  • Duration: Instantanous

You summon forth a barrier of ice to safeguard your companions or yourself. You create a wall of ice 10 feet tall, 10 feet wide and 6 inches thick, centered on a point you can see within range. The barrier has AC 13 and 25 Hp, and is vulnerable to fire. The barrier lasts for one round, or until it is destroyed.

Grasping Lightning

2nd Level Transmutation


  • Casting Time: 1 Action
  • Range: 1 weapon you touch
  • Components: V, S, M (a miniature sword with a blade like a lightning bolt)
  • Duration: Concentration, up to 1 minute

You touch a weapon and it hums with electricity, waiting to be unleashed. As long as the spell is in effect, the weapon does an additional 1d4 lighting damage on hit. Additionally, whenever a creature hits with the weapon, it may have lightning leap from the creature hit to a creature within 10 fee. That creature takes lightning damage equal to the spellcasters spellcasting modifier.

Hammer of Kagarad

2nd level Transmutation


  • Casting Time: 1 Action
  • Range: Self (60 Foot line)
  • Components: V, S, M (a rough hewn hammer of stone)
  • Duration: Instantaneous

A line of earth explodes out of the ground towards a point you can see within range. Make a melee spell attack against each creature in the line between you and the point. This attack is a critical hit on a 19 or 20. Each Creature you hit takes 2d6 bludgeoning damage. If you hit the creature on the point you chose, they take 3d6 bludgeoning damage and become prone.


Or I can write it like this:


Each creature in the line between you and the point makes a dexterity saving throw. Each target that fails takes 2d6 bludgeoning damage. The creature on the point you chose must also make a dexterity saving throw. If it fails, it takes 3d6 bludgeoning damage and becomes prone. On a successful save, it takes half the damage.


At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, you do an additional d6 damage to each target for each level above 2nd.

Howling Gale

5th level Conjuration


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S
  • Duration: Concentration up to 1 minute

As you reach skyward, a howling, shrieking wind descends on a point you can see within range. A Cylinder with a radius of 20 feet and 50 feet high is centered on the point. Intense Winds batter and beat those within while shrieking with a maddening howl. Each Creatures within the spells area when it is created must make a dexterity saving throw. If a creature fails, it is deafened, and their movement is reduced to 0. Creatures cannot fly within the cone, and any flying creature that enters into the area of the spell for the first time on each of its turns must make a strength saving throw. If it fails the save, it comes crashing straight down. A creature within the area of the spell at the start of their turn or when entering it for the first time in a round must make a dexterity Saving throw. A success ends the effect on the creature.

Hydroburst

Conjuration Cantrip


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You hurl a small orb of water at a nearby creature. It must make a dexterity saving throw. If it fails, it takes 1d8 cold damage and is completely doused in water. This water extinguishes any non-magical flames affecting the creature or that they are carrying. This spell's damage increases by 1d6 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Ice Spear

4th level Conjuration


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S, M (a miniature glass spear)
  • Duration: Instantaneous

You summon a spear of ice and throw it at a target you can see. Make a ranged spell attack against the target. On hit, the target takes 6d6 cold damage. Hit or miss, the spear explodes in a blast of cold air that affects all creatures within 10 feet of the target, including the target. Each creature must make a constitution saving throw. If it fails its movement is reduced to half and it cannot take the dash action on its next turn.

Incinerate

5th level Evocation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a pinch of ash and a blackened bone)
  • Duration: Concentration, up to 1 minute

You toss a tiny blast of fire at a creature that explodes around it into flame. Choose a creature you can see within range. It must make a dexterity saving throw. If it fails the saving throw, it becomes vulnerable to fire damage until the spell ends. Creatures within 5 feet of the target, including the target, take 1d8 fire damage when the spell is cast
As a bonus action, you may cause the flames to flare up and deal the target damage. The target of the spell takes 3d6 fire damage. At the end of each of the creatures turns, it must make a Dexterity saving throw. If it succeeds, the spell ends.

Juriaths Dome

6th level Conjuration


  • Casting Time: 1 Action
  • Range: Self (10 foot hemisphere)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You summon a dome of opaque, roiling, ripping water. The dome is a hemisphere of water 1 foot thick, 10 feet high, and 20 Feet wide, centered on you. When the dome appears, if the dome cuts through a creature’s space, it must make a Strength saving throw. If it fails it is forcibly ejected to the outside of the dome and takes 5d6 bludgeoning damage. Creatures in the dome are completely obscured from those inside, as are those outside from creatures within. Fire, Cold, Poison, Electricity and Acid cannot pass through the dome. Any attack made through the dome suffers disadvantage. As an action, a creature can attempt to pass through the dome by making a strength saving throw. if they pass, they move through the dome and end on the other side.

Lightning Vortex

9th level Evocation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a black hood)
  • Duration: Concentration, up to 1 minute

A swarm of electrical bolts blast unerringly from your fingertips towards a creature you can see within range. That creature must make a constitution saving throw. If it fails, it takes 18d8 lightning damage. On a successful save, it takes half that much. The creature has its speed reduced in half. For as long as the spell continues, you may use your action to force another saving throw on the target, who suffers the spells effects again. The spell automatically ends if the target of the spell is out of range or is out of line of sight. You may end the spell at any time without an action.

Liquid Armaments

3rd level Conjuration


  • Casting Time: 1 Action
  • Range: Self
  • Components: S,V,M (a three pronged piece of driftwood)
  • Duration: Concentration, up to 1 Minute

With a wave of your hand and the clenching of your fist, you create a trident and shield out of pure water. While affected by the spell, you gain the following benefits

  • You are proficient in the use of both the Trident and the Shield.
  • While holding the shield you have advantage on dexterity saving throws against area of affect spells and traps that have an affect you can see.
  • When you make the attack action on your turn and attack with the Trident, you may make two attacks instead of one. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using this weapon.
  • If you choose to throw the trident, if it hits, it explodes in a burst of frigid or scalding water, at your choosing. This burst does 3d6 damage of either fire or cold damage to the struck creature and all creatures within 5 feet of it.
  • As an action in your turn, you can re-create the trident in your hand.

Mountainstance

7th level Transmutation


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a fragment of obsidian)
  • Duration: Concentration, up to 1 minute

You cover yourself in the blood of the mountain. You gain the following benefits

  • Immunity to nonmagical Bludgeoning, Piercing and slashing damage
  • An Armor Class of 20
  • Temporary hit points equal to 5 times your Wizard Level.
  • Advantage on constitution saving throws.
  • Your unarmed melee attack does d8+5, and you have proficiency with unarmed attacks.

Polar Grip

8th level Conjuration


  • Casting Time: 1 Action
  • Range: 100 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create an area of frigid cold. Each creature within 20 feet of a point you can see within range must make constitution saving throw. If it fails, it takes 10d6 cold damage and half as much damage on a successful one. Creatures that fail also have their actions slowed as the arctic wind takes hold. They are unable to take reactions, have disadvantage on dexterity saves, and attacks made against the creature automatically hit if the attacker is within 5 feet of the creature. At the end of each turn, an affected creature makes a constitution saving throw to end the effect on them.

Rimehammer

1st Level Conjuration


  • Casting Time: 1 Action
  • Range: Self (30-foot line)
  • Components: V, S, M (a crystal icicle)
  • Duration: Instantaneous

You summon a battering spray of ice and snow that blasts from your open palm. Each creature in a 30 foot line 5 feet wide originating from you make a Constitution saving throw. If it fails, it takes 2d6 cold damage and has disadvantage on opportunity attacks until the end of your next turn. On a successful save, it takes half that damage.
At Higher Levels When you cast this spell using a spell slot of 2nd level or greater, it deals an additional 1d6 damage per level above 1st.

Roiling Wave

4th level Transmutation


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (Three glass vials, one of loam, one of mud, and one of sand)
  • Duration: Concentration, up to 1 minute

The earth itself ripples and roils, churning itself into waves and flinging creatures about. Choose a point within range. Each creatures within 20 feet of the point must make a dexterity saving throw. If a target fails, it takes 4d6 damage and is moved 10 feet towards the edge of the spells area. If it passes the save, it takes half damage and is not moved. The spells area is difficult terrain. As an action, during your turn, you may move the area of the spell to another point within range, and all creatures within the area are affected by the spell. If you do not move the spells area, creatures entering the spells area for the first time on their turn or ending their turn within the area of the spell must make another dexterity save or suffer the spells affects again on a failed save.

Scalding Reprisals

2nd level Conjuration


  • Casting Time: 1 reaction, which you take when you are
  • attacked
  • Range: 10 feet
  • Components: S,V
  • Duration: Instantaneous

A scalding blast of steam bursts forth from your hand. If this reaction is taken against an weapon attack, the creature has disadvantage on all attacks until the end of its turn. If this reaction is taken against a spell attack, the creature must make a concentration check with a DC equal to your spell DC. If it fails, it loses the spell slot and the spell does not take effect

Serrated Gust

4th level Conjuration


  • Casting Time: 1 Action
  • Range: Self (60 Foot line)
  • Components: V, S, M (a cluster of broken glass)
  • Duration: Instantaneous

A barrage of whipping, lashing wind howls from your hand to abrade your enemies. Each Creatures in a 60 foot line, 5 feet wide originating from you must make a dexterity saving throw. If a creature fails the saving throw, it takes 7d6 damage and is pushed 5 feet away from the line. On a successful save, it takes half that damage and is not pushed.


At Higher Levels When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each spell level above 4th.

Sinkhole

9th level Transmutation


  • Casting Time: 1 Action
  • Range: 240 Feet
  • Components: V, S
  • Duration: Instantaneous

You collapse the stone and earth, creating a massive hole in the ground that swallows all within. Target a point within range. A hole 40 feet in all directions instantly appears and all building, creatures, plants and other objects on the surface collapse to the bottom of the 50 foot deep hole. The edges of the sinkhole are muddy and smooth, imposing disadvantage on any skill checks made to climb the walls.

Static Bolt

1st Level Evocation


  • Casting Time: 1 Action
  • Range: 60 feet.
  • Components: V, S, M (A piece of cloth and a glass rod)
  • Duration: Instantaneous

A blast of electrical energy streaks out towards a creature you can see within range, and lighting leaps from it to another creature of your choice within 20 feet. each creature must make a Dexterity saving throw. If it fails, it takes 2d8 Lightning damage, or half that damage on a successful save.


At Higher Levels When you cast this spell using a spell slot of 2nd level or greater, you may choose one additional target within 20 feet of the first for each level greater than 1st.

Stonescale

1st level Transmutation


  • Casting Time: 1 Reaction, which you take when you are hit by an attack
  • Range: Self
  • Components: V, S, M (a small slab of slate)
  • Duration: Instantaneous

As a blow comes towards you, you turn a portion of your skin to stone to protect yourself. When you cast this spell, you gain resistance to Piercing, Bludgeoning and Slashing damage until the end of your next turn.

Sudden Sea

9th level Transmutation


  • Casting Time: 1 Action
  • Range: sight
  • Components: S,M
  • Duration: Concentration up to 1 hour

With intense concentration you depress the earth and fill it with water. Chose a point within range. The land in up to a 500 foot radius from that point collapses 15 feet and then fills with rushing water. Each creature caught in the sudden onslaught of rushing water must make a Dexterity saving throw. Each target that fails suffers 12d6 bludgeoning damage and 12d6 cold damage as they are battered and buffeted about and thrust underwater. Buildings collapse and most objects are inundated under the rushing water. If you maintain concentration on the spell for the entire duration, the sea becomes permanent, otherwise, the water drains away and any creatures left in the water are deposited gently on the ground as it returns to its original form.

Tomb of Ice

5th Level Conjuration


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a patch of ice mummy skin)
  • Duration: Concentration, up to 1 minute

You cause ice to cover a creature you can see within range. It must make a constitution saving throw. If it fails the saving throw, it takes 5d6 cold damage and is restrained. On a successful save, it takes half damage. An affected creature must make a constitution saving throw at the end of each of its turns to end the affect. If it fails its saves three times, it becomes entombed in ice and subjected to the petrified condition for the duration. If you maintain your concentration on this spell for the entire possible duration, the creature is petrified in a tomb of Ice until the effect is removed. A petrified creature can be carefully removed from the ice by hand, taking 10 minutes, or by dealing the tomb 25 fire damage, or by the ice naturally melting.

Undertow

5th level Conjuration


  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V,S,M (a broken fishbone)
  • Duration: Instantaneous

You summon a roaring current of water behind a creature to pull it backwards and away from you. Chose a creature you can see within range. Center a wave of water that is 5 feet wide, 5 feet deep, and 30 feet long on that creature. Each creature within the wave when it is created must make a strength saving throw. Each target that fails its save takes 3d6 bludgeoning damage and is moved 50 feet directly away from you.

Updrafts

7th level Transmutation


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: S, M (a bronze whistle)
  • Duration: Concentration up to 1 minute

You gather the winds around you to lift up and bolster you and your allies, making you light and nimble as the air itself. Chose 4 allies you can see within range and no more than 30 feet apart to be affected by the spell. Creatures affected by the spell gain the following benefits

  • May not be targeted by opportunity attacks
  • Have advantage on dexterity saving throws
  • Creatures gain +2 AC versus Ranged Weapon Attacks
  • Affected creatures gain a fly speed equal to their speed, though they must maintain no more than 10 Feet from the ground or the spell ends for them.
  • When a creature affected by the spell makes a melee or ranged weapon attack, they also roll 1d4 and add it to the result.

Voltaic Charge

6th Level Enchantment


  • Casting Time: 1 Action
  • Range: 1 creature you touch
  • Components: V, S, M (an electrum plated key)
  • Duration: Concentration, up to 1 minute

You touch a creature and imbue it with the force and power of lighting itself. As long as the spell is active, the creature gains the following benefits

  • Its speed is increased by 40 feet.
  • Attacks of opportunity targeting it suffer disadvantage
  • Attacks it makes with melee and ranged weapons have advantage
  • It can make an additional attack during its combat action when it chooses to make attacks.
  • When it is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only have damage if it fails.

When the spell ends, the creature takes 4d8 lightning damage as the power erupts from it.

Wind Blast

Conjuration Cantrip


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Instantaneous

A small burst of wind explodes with a bang next to a target you can see within range. Make a ranged spell attack against the target. On A hit, the target suffers 1d8 thunder damage and is deafened until the end of its next turn
This spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Winter Bolt

2nd Level Conjuration


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S, M (a small sliver rod studded with blue glass gems)
  • Duration: Instantaneous

You create a bolt of pure cold that streaks toward a creature that you can see within range. It must make a constitution saving throw. If it fails, it takes 3d10 cold damage and has disadvantage on dexterity saves and ability checks until the end of their next turn. On a successful save, it takes half damage.
At higher levels When you cast this spell using a spell slot of 3rd level or higher, it does an additional 1d10 damage for every spell level above 2nd.

Wrecking Squall

1st level Conjuration


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (a dried oak leaf)
  • Duration: Instantaneous

A massive burst of wind explodes from a point you can see within range. Each Creature in a 20 foot radius sphere area must make a Strength saving throw. Targets that fail their saving throw are pushed outside the spells area to a space you choose, and then knocked prone.

New Spells

Shardstorm - Rain of razor sharp ice that explodes over an area and impales all

Iceburst

6th Level Evocation


  • Casting Time: 1 Action
  • Range: 90 feet.
  • Components: V, S, M (a crystal arrowhead)
  • Duration: Instantaneous

The air turns cold and an explosion of ice shards a foot long and 2 inches in diameter plummet into the area, impaling everyone within. Each target in a cylinder 30 feet across and 40 feet high, centered on a point you can see within range, must make a Dexterity saving throw. Each creature that fails its saving throw takes 5d6 cold damage and 5d6 piercing damage and is restrained until the start of its next turn. If it passes its saving throw, it takes half damage.

Dispersion Blast

4nd Level Evocation


  • Casting Time: 1 Action
  • Range: self (cylinder out to 30 feet).
  • Components: V, S
  • Duration: Instantaneous

A blast of wind centered on you swirls and pounds a 30 foot radius cynlinder 50 feet tall. Gasses and clouds within the area are dispersed, blown away by the wind, including magically created ones, nonmagical fires are instantaly put out, and flying creatures within the area must make a Strength saving throw or be moved outside the area of spell to spot of your choosing.

Waterspout

8th Level Evocation


  • Casting Time: 1 Action
  • Range: 600 feet .
  • Components: V, S, M (a vial filled halfway with water, vigorosly spun. )
  • Duration: Concentration, up to 1 minute

A blast of wind centered on you swirls and pounds a 30 foot radius cynlinder 50 feet tall. Gasses and clouds within the area are dispersed, blown away by the wind, including magically created ones, nonmagical fires are instantaly put out, and flying creatures within the area must make a Strength saving throw or be moved outside the area of spell to spot of your choosing.

 

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