Spells - New Elemental Spells

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New Elemental Spells

Acid Rain

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a few pine needles)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Wizard

Acidic rain falls in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it takes 4d4 acid damage and is covered in acid for the spell’s duration or until it, or another creature uses its action to scrape or wash the acid off. A creature covered in the acid takes 4d4 acid damage at the end of its turns.

At Higher Levels. The initial acid damage, as well as the acid damage dealt at the end of each of the acid-covered creature’s turns, is increased by 1d4 for each slot level above 5th.

Acid Wave

6th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a lemon slice)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard,

You conjure up a wave of acid that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 6d4 bludgeoning damage and 6d4 acid damage, is knocked prone, and is covered in acid until the end of its next turn or until it or another creature uses its action to scrape or wash the acid off. On a success, a creature takes half the initial damage and isn’t knocked prone or covered in acid.

A creature covered in the acid takes 6d4 acid damage at the end of its turn.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial acid damage, initial bludgeoning damage, and the acid damage taken at the end of an acid-covered creature’s turn are all increased by 1d4 for each slot level above 6th.

Frost Nova

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Wizard, Sorcerer

You cause a ring of ice and frost to burst out from you to a radius of up to a 20-feet. Each creature other than you in that area must make a Constitution saving throw. On a failed save, a creature takes 4d8 cold damage, and until the end of your next turn, its speed is reduced by 20 feet, and it has disadvantage on weapon attack rolls. On a successful save, a creature takes half as much damage and suffers no other effects.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both the damage increases by 1d8 and the maximum possible radius increases by 5 feet for each slot level above 3rd.



























Overdrive

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a strand of horse hair)
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Sorcerer, Wizard,

You touch a creature, causing it to become electrically charged. Until the spell ends, the target’s speed is doubled, it has advantage on Dexterity saving throws, and all its unarmed strikes and attacks with melee weapons made of metal deal an extra 2d6 lightning damage on hit.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for every two levels above 5th.

Puddle of Ooze

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a bit of slug slime)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Druid, Sorcerer

You cover the ground in a 20-foot radius centered on a point within range with acidic ooze, causing it to become difficult terrain for the duration. When a creature moves into or within the area, it takes 1d4 acid damage for every 5 feet it travels.

When the ooze appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone and take 3d4 acid damage. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone and take 3d4 acid damage.







































Static Field

2nd-level evocation


  • Casting Time: 1 reaction, which you take in response to being hit with a melee attack by a creature.
  • Range: Self
  • Components: V, S, M (a piece of wool or copper wire)
  • Duration: 1 minute
  • Classes: Artificer, Sorcerer, Wizard

You cause yourself to become electrically charged for the duration of the spell and immediately deal 1d8 lighting damage to your attacker. Until the spell ends, whenever a creature hits you with a melee attack, you can use your reaction to discharge electricity from yourself and deal 1d8 lighting damage to the attacker.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

Art Credit

  • Biting Rain - John Stanko, Wizards of the Coast
  • Sprinting Warbrute - Lake Hurwitz, Wizards of the Coast

1.0.0

  • Public Release

1.1.0

  • Frost Nova add to the druid spell list
  • Static Field now is activated by your reaction deals 1d8 instead of 2d6 and it takes two levels to up cast,

1.2.0

  • Document clean up

1.3.0

  • Update referenced spell doc

Referenced Documents

  • New Spells 1.6.0
 

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