Desert Spells

by flashpointbrews

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Conjure Worm

9th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a pound of flesh and
    a diamond worth 2,000gp, which is consumed)
  • Duration: Concentration, up to 1 minute
  • Class: Cleric, Druid, Sorcerer, Wizard

You magically transport the diamond and flesh to a location within range. A purple worm appears centered on the space you've chosen, and it disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the worm, which has its own turns. When you summon it and on each of your turns thereafter, you can use your action to issue a telepathic command to it, telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach.

At the end of each of the worm’s turns, it makes a Wisdom saving throw. On a failed save, the worm continues to obey you. On a successful save, your control of the worm ends for the rest of the duration, and you can no longer issue it commands. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled worm disappears in 1d6 rounds.

Sands of Time

3rd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A gourd of sand)
  • Duration: Concentration, up to 1 minute
  • Class: Druid, Sorcerer, Warlock, Wizard

You can manipulate the sands of time in a localized way. For the duration, you can use a bonus action to teleport to an unoccupied space within 60 feet of you. You must have occupied that space at some point since casting the spell.

Thirsting Oasis

5th-level illusion


  • Casting Time: 1 minute
  • Range: 150 feet
  • Components: V, S, M (a bag of sand, a shard of glass,
    and a pocketwatch on a string)
  • Duration: 1 hour
  • Class: Druid, Wizard

You make the terrain in a 100-foot cube appear as an oasis with sand, palm trees, and a fresh water source, which can be no greater than a 20-foot-radius, 10-foot-deep cylinder. A creature who starts its turn in the area or enters it for the first time must make an Intelligence saving throw, and a creature that has not had anything to drink in the last 24 hours has disadvantage on its save. On a failure, the creature is charmed for the duration and senses the oasis as if it were real, feeling, seeing, and smelling what it would expect. While charmed in this way, the creature must use its movement to move toward the water source, and its action can only be used to attempt to drink from the water. A creature who fails this save can make another save at the end of each of its turns. If it has taken damage since the end of its last turn, it has advantage on this saving throw.. On a successful save, a creature is unaffected and becomes immune to the effects of this spell for 24 hours.

A creature with truesight can see through the illusion to the terrain's true form and automatically succeeds on its save.

Desert Spells
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Art Credit: Jonas De Ro, WotC
 

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