Severn's Seven-Spell Series, Vol.1, Chapter 6: Molehills to Mountains

by Lucian Astaroth

Search GM Binder Visit User Profile

Molehills to Mountains

The dwarves of the mountains and the people of the desert keep to themselves for the most part, and are masters of transmutation and the earth element. Severn was one of the few allowed within their walls, though he may have taken a few more secrets than was agreed.

Earthen Entombment

9th Level Transmutation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (A gemstone worth 5000gp held within sandstone, obsidian or powdered ice)
  • Duration: Concentration, up to 1 minute

You choose a creature within range. The earth rises up from beneath it and attempts to bury it in a growing structure depending on the material used. A 120ft. square-based pyramid for sandstone, a 60ft. radius dormant volcano for obsidian and a 60ft. radius snowtopped mountain for powdered ice.

Creatures that start their turn in the area or enter it for the first time on their turn must succeed on a Dexterity saving throw or be grappled by the earth.

You may, as an action, attempt to crush the initial target when it is grappled. The target must make a Constitution saving throw or take 8d12 bludgeoning damage and is restrained (Escape DC equal to your spell save DC). The target takes double damage if already restrained from this effect.

If the target is dead or restrained at the end of the spell's duration, it is imprisoned within the mountain, which is 200 feet tall.


Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

Featherweight Tablet

3rd Level Transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (An iron shield handle worth 10gp, which the spell consumes)
  • Duration: Concentration, up to 10 minutes

You select an area of stone 10ft. by 5ft., which comes free from the wall and the shield handle attaches to. The tablet is 1ft. thick and weighs 5 pounds, has 30HP and can withstand up to 1000 pounds of weight on it.

The tablet can be used as a shield even if you are not proficient with them, granting a +2 to AC, but takes the damage from an attack when it causes the attack to miss.

As an action while holding the shield you can cause it to expand to a 20ft. by 10ft. area until the end of your turn. This halves its weight capacity, but increases the AC bonus to +4.


At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the hit points increase by 20 and the weight limit by 200 pounds for each slot level above 3rd.


Classes: Cleric, Druid, Sorcerer, Wizard

Volume 1 | Molehills to Mountains 1

Plague Land

8th Level Necromancy (Variant: Ritual)


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (A blood soaked onyx Ankh worth 3000gp; Ritual: A blood soaked black diamond worth 25000gp, which the spell consumes)
  • Duration: Concentration, up to 1 minute

You channel negative energy into the earth in a 50-foot radius from a point you choose within range, bringing a plague to the land.

Choose one of the following effects, which triggers when you cast the spell and again at the end of each of your turns. You may use a bonus action on a following turn to choose another effect:

Blood: Blood begins to bubble up from the ground and vaporise, seeping into the air and causing visions. Each creature in the area must succeed on a Wisdom saving throw or take 6d6 psychic damage and suffer the effects of the Confusion spell, taking half damage on a success.

Locusts: All creatures in the area must succeed on a Constitution saving throw or take 8d10 piercing damage, or half on a success. Normal plants in the area also take this damage.

Drought: All creatures in the area must succeed on a Constitution saving throw or take 6d8 necrotic damage and gain a level of exhaustion, or half damage on a success. Bodies of water have their depth reduced by 10 feet.


Ritual: The casting time increases to 12 hours, the duration to 1 month and the area to a 1 mile radius. When you cast this, choose one of the three plagues to inflict. The effects of that plague occur for 1 minute each day at dusk for the full duration, or until dispelled. If cast each month with the same plague for 1 year, it lasts until dispelled.


Classes: Cleric, Druid, Sorcerer, Wizard


Quick-Set Stone

2nd Level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You select an area of unworked stone no larger than 10ft. on a side and 5ft deep. The stone immediately begins to flow like a liquid with varying viscosity depending on the elements within, from water like flow to oil.

A creature attempting to walk through the liquid stone must succeed on a Dexterity saving throw or must spend 4ft of movement for every 1ft it moves and spend 2ft per 1ft on a success.

As an action, you may cause the stone to set instantly. Creatures in the stone must succeed on a Strength saving throw or be restrained (Escape DC equal to your save DC).


Classes: Druid, Sorcerer, Wizard

Homing Trinket

1st Level Transmutation (Ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Loose earth or stone; magical ink worth 25gp, which the spell consumes)
  • Duration: 7 days

You form a small trinket that fits within the palm of your hand from the loose material, and inscribe a set of runes onto a surface. If the runes move more than 10ft. from their original spacial position, the spell ends.

You may activate the spell, at which point the trinket flies towards the runes at 240ft. a round on the shortest path possible, dodging any obstacles.

The trinket has an AC of 20 and 5 hit points.


At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 7 days for each slot level above 1st.


Classes: Druid, Wizard

Volume 1 | Molehills to Mountains 2

Stone Discus

2nd Level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (An electrum piece per discus, which the spell consumes)
  • Duration: Instantaneous

You toss three electrum pieces into the air where they spin and pull loose earth and stone around you into three small spinning discuses that shoot forward at one target or several.

Make a ranged spell attack for each discus. On a hit, the target takes 1d8 bludgeoning damage and must succeed on a Strength saving throw or be pushed 5ft. back.


At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you generate 1 additional discus for each slot level above 2nd.


Classes: Druid, Sorcerer, Wizard

Sandstorm

4th Level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A gold Ankh worth 500gp)
  • Duration: Concentration, up to 1 minute

You raise the Ankh and summon a blistering, whirling sandstorm in a 20ft. radius. The area is heavily obscured, and blindsight that relies on hearing or smell cannot perceive creatures within 30ft. of the sandstorm.

A creature that starts their turn in the sandstorm or enters it for the first time on their turn must succeed on a Constitution saving throw or take 2d6 fire damage and 2d4 piercing damage and be blinded, taking half damage on a success.

A creature blinded by this effect can, as an action, wipe their eyes clear of the sand and end the condition.


At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the sandstorm increases by 5ft. for each slot level above 4th.


Classes: Cleric, Druid, Ranger, Sorcerer, Wizard


  • This is v2.0 of Molehills to Mountains, the 6th Chapter of Severn's Seven-Spell Series
  • Creatued by u/LucianAstaroth
  • Art: Sunset Pyramid by Jonas De Ro and quicksand by dleoblack
Volume 1 | Molehills to Mountains 3
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.