Arcane Tradition: Elementalism (v2)

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Elementalism

Arcane Tradition: Elementalism (v2)

Tradition Overview

The elemental wizard is a specialist spellcaster that scorn the "accepted" theories of magical classification (the rigid school structure) in favor of a more holistic, natural understanding of magic. Unlike other specialist, an elementalist does not specialize in a single school of magic, but may learn and cast spells belonging to any school. Their area of specialization focuses on spells involving one of the four prime elements: air, earth, fire and water.

Every elementalist must choose one element as his specialty. He may learn and cast spells relating to his chosen element and gains advantages when doing so. Although this may seem to be a great advantage, elementalists suffer notable penalties when learning and casting spells that do not directly relate to the elements. Each element also has a diametrical opposite: air opposes earth, fire opposes water, and vice versa. This is also true when casting spells. Consequently:

  • An elementalist may not prepare or cast a spell associated with the opposite element.
  • He is prohibited from using magical items that duplicate a spell effects of his opposite element.
  • He may however use spells of the two elements that do not oppose his specialty, with little penalty.
  • He receives no bonus nor penalty for spell not associated with an element (for example, detect magic).
Elemental Spells Lists

A list of elemental spells arranged by each element is proposed in Appendix A.

Elementalist Savant

Beginning when you select this tradition at 2nd level, you must choose one element as your specialty (air, earth, fire or water).

The gold and time you must spend to copy a spell of your specialty element in your spellbook is halved. However, should you attempt it, the cost and time needed to copy spells from your opposite element is doubled, while the cost and time needed to copy spells from other elements is increased by one quarter. Spells not associated with an element can be copied as normal.

When attempting to create a new spell related to your specialty element, you may consider the spell as if it was one spell level lower when determining the difficulty to create it.

Source and Disclaimer (July 2020)

Inspiration for this elemental wizard taken from the AD&D 2E manual Tome of Magic (TSR2121). Adaptation to D&D 5E by u/phixium. Cover art and storm witch artists: unknown. Watercaster by bpsola. Earth wizard by Ultragriffy.

Elemental Talent

Starting at 2nd level, you have a greater understanding of the nature of your chosen element. You gain one extra cantrip and one extra spell slot for each spell level you have access to. You may only cast a spell of your specialty element with that extra cantrip and those extra spell slots. You regain expanded extra spell slots in the same matter you recover regular spell slots.

Element Mastery

Starting at 6th level, you have gained an enhanced understanding of spells within your element. You receive a +2 bonus when making saving throws against those spells, or against damage type associated with your specialty element (see sidebar). You suffer a -2 penalty when making saving throws against damage type of your opposite element. Other creatures suffer a -2 penalty when making saving throws against the spells you cast from your specialty.

Elements and Damage Type

Spells that deal damage of a given type can generally be associated to an element, as follow:

Element Damage Type
air lightning, thunder, gazeous poison
earth bludgeoning, piercing, slashing
fire fire, radiant
water acid, cold, liquid poison

However, some exceptions may arise, such a when a spell deals damage of a type while using another element as support for the spell to function (e.g. incendiary cloud, which is both an air and fire spell).

Elemental Surge

Beginning at 10th level, you can summon additional elemental energies to cast a spell of your specialty. You may cast a cantrip of your speciality element as if you were 3 levels higher, or a spell of your specialty element as if it was cast with a spell slot one level higher (maximum of 9th level). This decision must be taken before casting the spell. However, the spell cannot be cast with a spell slot to which you have no access.

You may use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain your expended uses when you finish a long rest.

Superior Elemental Control

Upon reaching 14th level, you do not need to concentrate when controlling elementals of your specialty you called using the 5th-level spell conjure elemental.

Appendix A: Elemental Spell Lists

Air Element

Cantrips (0 Level)
  • Gust (XGtE)
  • Lightning Lure (SCAG)
  • Poison Spray
  • Shocking Grasp
  • Thunderclap (XGtE)
1st Level
  • Absorb Elements (XGtE)
  • Chromatic Orb
  • Feather Fall
  • Fog Cloud
  • Lasting Breath (*)
  • Thunderwave
  • Wall of Fog (*)
  • Witch Bolt
2nd Level
  • Dragon's Breath
  • Gust of Wind
  • Ride the Wind (*)
  • Shatter
  • Warding Wind (XGtE)
  • Whispering Wind (*)
3rd Level
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Lighting Bolt
  • Protection from Energy
  • Stinking Cloud
  • Thunder Step (XGtE)
  • Water Breathing
  • Wind Wall (*)
4th Level
  • Conjure Minor Elementals
  • Elemental Bane (XGtE)
  • Solid Fog (*)
  • Storm Sphere (XGtE)
  • Thunder Staff (*)
5th Level
  • Airy Water (*)
  • Cloudkill
  • Conjure Elemental
  • Control Winds (XGtE)
6th Level
  • Chain Lightning
  • Death Fog (*)
  • Investiture of Wind (XGtE)
  • Primordial Ward (PotA)
7th Level
  • Prismatic Spray
  • Suffocate (*)
  • Whirlwind (XGtE)
8th Level
  • Airboat (*)
  • Control Weather
  • Incendiary Cloud
9th Level
  • Elemental Aura (*)
  • Estate Transference (*)
  • Prismatic Wall

Earth Element

Cantrips (0 Level)
  • Fist of Stone (*)
  • Mold Earth (XGtE)
1st Level
  • Catapult (XGtE)
  • Earth Tremor (XGtE)
2nd Level
  • Dust Devil (XGtE)
  • Earthbind (XGtE)
  • Fool's Gold (*)
  • Maximilian's Earthen Grasp (XGtE)
3rd Level
  • Erupting Earth (XGtE)
  • Maximilian's Stony Grasp (*)
  • Wall of Sand (XGtE)
4th Level
  • Conjure Minor Elementals
  • Fabricate
  • Stone Shape
  • Stoneskin
  • Transmute Pebble (*)
5th Level
  • Conjure Elemental
  • Distance Distortion (*)
  • Passwall
  • Transmute Rock (XGtE)
  • Wall of Stone
6th Level
  • Bones of the Earth (PotA)
  • Glassee (*)
  • Move Earth
  • Flesh to Stone
  • Investiture of Stone (XGtE)
  • Transmute Water (*)
7th Level
  • Prismatic Spray
  • Statue (*)
8th Level
  • Glassteel (*)
  • Sink (*)
9th Level
  • Crystalbrittle (*)
  • Elemental Aura (*)
  • Estate Transference (*)

Fire Element

Cantrips (0 Level)
  • Control Flames (XGtE)
  • Create Bonfire (XGtE)
  • Dancing Lights
  • Fire Bolt
  • Green Flame Blade (SCAG)
1st Level
  • Absorb Elements (XGtE)
  • Burning Hands
  • Chromatic Orb
  • Fire Burst (*)
2nd Level
  • Aganazzar's Scorcher (XGtE)
  • Dragon's Breath
  • Flaming Sphere
  • Pyrotechnics (XGtE)
  • Scorching Ray
3rd Level
  • Fireball
  • Flame Arrows (XGtE)
  • Glyph of Warding
  • Melf's Minute Meteors (XGtE)
  • Protection from Energy
4th Level
  • Conjure Minor Elementals
  • Elemental Bane (XGtE)
  • Fire Charm (*)
  • Fire Shield
  • Fire Trap (*)
  • Sickening Radiance (XGtE)
  • Wall of Fire
5th Level
  • Conjure Elemental
  • Dawn (XGtE)
  • Immolation (XGtE)
  • Wall of Light (XGtE)
6th Level
  • Forest's Fiery Constrictor (*)
  • Investiture of Flame (XGtE)
  • Primordial Ward (PotA)
  • Sunbeam
7th Level
  • Crown of Stars (XGtE)
  • Delayed Blast Fireball
  • Malec-Keth's Flame Fist (*)
  • Prismatic Spray
8th Level
  • Incendiary Cloud
  • Sunburst
9th Level
  • Elemental Aura (*)
  • Estate Transference (*)
  • Meteor Swarm
  • Prismatic Wall

Notes on the Spell Lists

These lists propose a classification of spells based on each elements. This classification is presented as a guideline, starting with the lists of the Tome of Magic. Spell damage type and spell description are also used. Spells without annotation can be found in the Player's Handbook. For the others:

  • (XGtE) See Xanathar's Guide to Everything
  • (SCAG) Sword Coast Adventurer's Guide
  • (PotA) See Princes of the Apocalypse
  • (*) See Appendix B: New Elemental Spells

Water Element

Cantrips (0 Level)
  • Acid Splash
  • Frostbite (XGtE)
  • Poison Spray
  • Ray of Frost
  • Shape Water (XGtE)
1st Level
  • Absorb Elements (XGtE)
  • Chromatic Orb
  • Fog Cloud
  • Ice Knife (XGtE)
  • Lasting Breath (*)
  • Metamorphose Liquids (*)
2nd Level
  • Alter Self (Aquatic Adaptation only)
  • Dragon's Breath
  • Insatiable Thirst (*)
  • Melf's Acid Arrow
  • Snilloc's Snowball Swarm (XGtE)
3rd Level
  • Gazeous Form
  • Glyph of Warding
  • Protection from Energy
  • Sleet Storm
  • Tidal Wave (XGtE)
  • Wall of Water (XGtE)
  • Water Breathing
  • Watery Double (*)
4th Level
  • Conjure Minor Elementals
  • Control Water
  • Elemental Bane (XGtE)
  • Fire Shield
  • Ice Storm
  • Vitriolic Sphere (XGtE)
  • Watery Sphere (XGtE)
5th Level
  • Airy Water (*)
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Maelstrom (PotA)
  • Transmute Rock (XGtE)
  • Wave Form
6th Level
  • Death Fog (*)
  • Investiture of Ice (XGtE)
  • Otiluke's Freezing Sphere
  • Primordial Ward (PotA)
  • Transmute Water (*)
  • Wall of Ice
7th Level
  • Acid Storm (*)
  • Prismatic Spray
8th Level
  • Abi-Dalzim's Horrid Wilting (XGtE)
  • Airboat (*)
9th Level
  • Elemental Aura (*)
  • Estate Transference (*)
  • Prismatic Wall

 

 

 

Appendix B: New Elemental Spells

These spells are adapted from spells found in the AD&D 2E Player's Handbook and the Tome of Magic. They are presented in alphabetical order. They are all considered part of the Wizard list, but may also be part of other spellcaster's lists.

Acid Storm

7th-level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a drop of acid)
  • Duration: 10 rounds

This deadly spell unleashes a downpour of magical, gelatinous acid droplets covering an area with a 20-foot radius. All creatures within the area of effect are coated by globs of gooey acid. The acid can be washed off only with alcohol or vinegar, or by a successful dispel magic or similar spell. The acid remains until the spell ends, then melts away.

Creatures coated by the acid suffer 1d4 acid damage during the first 3 rounds, 1d6 acid damage during the following 3 rounds, and then 1d8 acid damage per round until the end of the spell (or half damage on a successful Dexterity save).

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration increases by 5 rounds for each slot level above 7th.

Airboat

8th-level evocation


  • Casting Time: 1 minute
  • Range: 10 miles
  • Components: V, S
  • Duration: Concentration, up to 12 hours

This spell must be cast under a cloudy sky. You target a cloud which immediately descends toward you, changing shape to become any sort of vessel you imagine (a dragon-shaped galley, a one-man dinghy, etc.). Although the airboat is made of cloud, it feels solid and can support 500 pounds (or about the weight of twenty passengers). It can fly at any speed (up to a maximum of 90 miles per hour). Through your concentration, you maintain control over the airboat altitude, speed and direction. Should you lose concentration, the airboat floats down to the ground and then the spell ends.

Airy Water

5th-level transmutation


  • Casting Time: 1 action
  • Range: 15-foot radius centered on caster
  • Components: V, S, M (a small handful of chemical salts)
  • Duration: Concentration, up to 1 hour

This spell is perfect when you want to travel to an underwater place with a group of friends. With a single word of magic that can be spoken under water, the spell turns a sphere of normal liquid, such as water or water-based solutions, into a less dense, breathable bubbling substance. The sphere is centered on you, and moves with you. Any creature in the sphere can swim and breathe freely, and can enter or leave the area at will. Water-breathing creatures cannot breathe in the sphere and instinctively avoid the sphere of airy water.

Intelligent creature could enter the sphere and remain until "out of breath." The spell does not filter or remove solid particles of matter.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 hour for each slot level above 5th.

Crystalbrittle

9th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Permanent

This spell causes up to 30 cubic feet of any sort of metal you touch, whether as soft as gold or as hard as adamantite, to turn to a crystalline substance as brittle and fragile as crystal. Thus, a sword, metal shield, metal armor, or even an iron golem can be changed to a delicate, glasslike material easily shattered by any forceful blow. Furthermore, this change cannot be dispelled, and is unalterable by any means short of a wish spell.

A single metal creature of object can be affected by the spell. Thus, a chain mail suit worn by a creature can be changed to crystal, but the creature’s shield would not be affected. The target may attempt to succeed at a saving throw to negate the effect of the spell. Depending on the nature of the object, a bonus suitable for the object magical properties may be applied to the roll. For example, a +1 magical weapon would apply that bonus to the roll, while artifacts and relics constructed of metal have near immunity to this spell. Affected items may be shattered and permanently destroyed if struck by a strong blow from a metal tool or any melee weapon.

Death Fog

6th-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a pinch of dried and powdered peas, powdered animal hoof and a vial of strong acid of any sort)
  • Duration: 1 minute

The casting of this spell creates ten 10-foot cubes of solid fog that has the additional property of being highly acidic. The vapors are deadly to living things, so that vegetation exposed to them will wither and could eventually die. Animal life not immune to acid suffers acid damage according to the length of time it is exposed to the vapors of a death fog, as follows:

  • 1st round: 1 acid damage
  • 2nd round: 2
  • 3rd round: 4
  • 4th and each succeeding round: 8 acid damage

The death fog otherwise resembles the solid fog spell: rolling, billowing vapors that can be moved only by a very strong wind.

Any creature attempting to move through the death fog has a speed of 5 foot. A gust of wind spell cannot affect it, but a fireball, flame strike, or wall of fire can burn it away in a single round.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases by 1 minute and the volume of fog increases by ten 10-foot cubes for each slot level above 6th.

Distance Distortion

5th-level transmutation


  • Casting Time: 1 action
  • Range: 300 feet
  • Component: V, S, M (a small lump of soft clay)
  • Duration: 1 hour

This spell can be cast in an area no bigger than ten 10-foot cubes completely surrounded or enclosed by earth, rock, sand, or similar materials. You must first cast a conjure minor elemental or conjure elemental spell to summon an earth elemental. The elemental serves without attempting to break free when you announce that your intent is to cast a distance distortion spell. The spell places the elemental in the area of effect, which then causes the area’s dimensions to be either doubled or halved for those traveling over it (your choice). Thus, a 10-foot × 100-foot corridor could seem to be either 5 feet wide and 50 feet long or 20 feet wide and 200 feet long. When the spell ends, the elemental returns to its original plane.

The true nature of an area affected by this spell is undetectable to any creature traveling along it, but the area dimly radiates magic, and a true seeing spell can reveal that an earth elemental is spread within the area.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 hour and the area of effect increases by ten 10-foot cube for each slot level above 5th.

Elemental Aura

9th-level abjuration


  • Casting Time: 1 minute
  • Range: Self
  • Component: V
  • Duration: 24 hours

This spell has four very different effects depending on the type (air, earth, fire, water) of aura cast. Only you may receive an aura, and it is not possible to benefit from more than one aura simultaneously. Each aura is three inches thick and covers your entire body without causing any restriction to your movements or actions. Select the aura to create to receive the following benefits.

Air - hazy white aura

  • Immunity to gas and air-based attacks
  • Immunity from physical attacks from any air elemental
  • Immunity from hostile environmental effects while traveling within the plane of Air
  • Ability to cast fly and protection from normal missiles once each

Earth - dull grey aura

  • Immunity to attacks from nonmagical weapons made of stone or metal
  • Immunity to physical attacks from any earth elemental
  • Ability to breathe and move at your normal speed in any direction through any earth material (sand, stone, etc.)
  • Immunity from hostile environmental effects while traveling within the plane of Earth
  • Ability to cast wall of stone once

Fire - flickering red aura

  • Immunity to normal and magical fire damage
  • Immunity from physical attacks from any fire elemental
  • Ability to breathe and move at your normal speed in any direction through any fire material (fire, magma, etc.)
  • Immunity from hostile environmental effects while traveling within the plane of Fire
  • Ability to cast wall of fire once

Water - shimmering blue aura

  • Immunity to acid-, water- and cold-based attacks
  • Immunity from physical attacks from any water elemental
  • Ability to breathe under water and move at normal speed in any water material (water, ice, etc.)
  • Immunity from hostile environmental effects while traveling within the plane of Water
  • Ability to cast wall of ice once

Estate Transference

9th-level evocation


  • Casting Time: 2 hours
  • Range: 0
  • Components: V, S, M (elemental markers and elemental control device)
  • Duration: Permanent

This powerful spell allows you to transfer an area of land 150 ft in diameter from the Prime Material plane to any of the elemental planes. All buildings, people, and wildlife within the area of effect are also transported. The land forms a pocket of the Prime Material plane within the elemental plane. The pocket is a sphere with a diameter equal to the diameter of the land. The surface of the pocket allows creatures to enter or exit the pocket, but prevents the elements from entering the pocket. Inside the pocket, the land is surrounded by air of a temperature matching that of the Prime Material plane at the moment the land was moved. In addition, a source of water is created within the pocket.

Before the spell is cast, the area to be moved must be surrounded by solid markers of material from the destination plane. Thus, if you want to move you tower to the Elemental Plane of Fire, you must first surround the area with solid blocks of matter from the Elemental Plane of Fire, such as hardened magma or magically-crystallized fire. The blocks must be spaced no more than five feet apart and may be placed above ground or no more than three feet under the surface. When you cast this spell, you must be within the area to be moved, along with the elemental control device. When the land moves, a hemispherical crater is left behind in the Prime Material plane.

Inside its pocket on the desired plane, the land continues its existence as if nothing changed, with the exception of occasional visits from planar creatures. Any land that is moved in this manner can never again be moved with this spell.

Fire Burst

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

When you cast this spell, you must target a nonmagical fire within range (such as a campfire or a torch). The fire will flash and shoot arrows of flame on all creatures within 10 feet of the fire, causing 1d4 fire damage. A successful Dexterity saving throw halves the damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increase by 1d4 for each slot level above 1st (to a maximum of 5d4).

Fire Charm

4th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small piece of multicolored silk thrown into the fire source)
  • Duration: Concentration, up to 10 minutes

By means of this spell, you cause any non-magical fire source to serve as a magical agent. The spell encircles the selected fire with a gossamer veil of multihued flame at a distance of 5 feet. Any other creature observing the fire or the dancing circle of flame around it must successfully roll a Wisdom saving throw or be charmed into remaining motionless and gazing, transfixed, at the flames. While so charmed, creatures are subject to suggestions of 12 or fewer words, unless succeeding at a Wisdom saving throw (with a –3 penalty). You may give one such suggestion to each creature, and the suggestions need not be the same. The suggestion lasts for up to one hour.

The charm is broken if a charmed creature is physically attacked, if a solid object comes between the creature and the flames so as to obstruct vision, or when the spell expires. Those exposed to the fire charm again may gain a bonus to resist being charmed. Note that the veil of flame is not a magical fire, and passing through it incurs the same damage as would be sustained from passing through its original fire source.

Fire Trap

4th-level evocation


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (sulfur or saltpeter placed around the closure, with a strand of hair, which the spell consumes)
  • Duration: Until discharged

Any closeable item (book, box, bottle, door, drawer, etc.) can be warded by a fire trap spell. The spell is centered on a point you touch when casting the spell. The item so trapped cannot have a second warding spell placed upon it (around another closure, for example). A knock spell does not affect a fire trap in any way; as soon as the offending party enters or touches the item, the trap discharges.

Any roll to detect and disarm the trap is done with disadvantage. An unsuccessful dispel magic does not detonate the spell. You and any creature attuned to the trapped object can use it without discharging the trap. Attunement requires placing a strand of hair along the closure. Access is granted by any suitable mean, usually a keyword.

The trap discharges by causing a 5-foot radius fire explosion centered on the spell’s center; all creatures within this area suffer 3d4 fire damage, or half if they succeed at a Dexterity saving throw. Under water, this ward inflicts half damage and creates a large cloud of steam. The item trapped is not harmed by this explosion.

Fist of Stone

Transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

This spell turns one of your hands to stone. It is flexible and can be used to punch, smash, or crush objects and opponents as if you had a Strength of 20. Combat bonuses for Strength do not apply if you use any weapon other than your fist.

While the spell is in effect, you cannot cast spells requiring somatic components.

Fools’ Gold

2nd-level transmutation


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a powdered gem, which the spell consumes)
  • Duration: 3 hours

With this spell, you can temporary change copper coins to gold pieces, or brass items to solid gold. You can affect a volume up to 10 cubic inches or equivalent (equal to about 150 coins). Any creature viewing the “gold” is entitled to a Wisdom saving throw.

If the “gold” is struck hard by an object of cold-wrought iron, it might revert to its natural state depending on the gem used to create the “gold.” If you sprinkle the powder from a gem having a value of 25 gp, the chance that cold iron will return it to its true nature is 30% (DC of 15). If you use a 50-gp gem, the chance drops to 25% (DC of 16). With a 250-gp gem, the DC is 19, while the DC is 20 with a 500-gp gem.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, duration increases by 3 hours and the area of effect increases by 10 cubic inches for each slot level above 2nd. Furthermore, for every spell slot above 2nd, the Wisdom saving throw DC increases by 1. Thus, it is unlikely that fools’ gold will be detected if created by a high-level caster.

Forest's Fiery Constrictor

6th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a red dragon scale)
  • Duration: Concentration, up to 1 minute

This spell causes a tentacle of magical flame to snake forth from any existing source of natural or magical fire you choose within range. The flaming tendril is 20 feet long, has AC 13, can only be hit by magical weapons, and has 40 hit points.

You may direct the tentacle to grapple any creature within 20 feet of the source fire. On a successful hit, the tentacle inflicts 1d6 fire damage. On the following rounds, any grappled creature suffers 3d6 fire damage until you release it, until the tendril is destroyed or the spell expires.

If the fire source from which the tentacle emanates is extinguished, the tentacle extinguishes itself at the end of the following round.

Glassteel

8th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (small pieces of glass and of steel)
  • Duration: Permanent

The glassteel spell turns normal, nonmagical crystal or glass into a transparent substance that has the tensile strength and unbreakability of actual steel. Only a relatively small volume of material can be affected (a maximum weight of 200 pounds), and it must form one whole object.

Insatiable Thirst

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

With this spell, you instill in the victim an uncontrollable desire to drink. The victim is allowed a Wisdom saving throw to avoid the effect.

If the roll is failed, the creature must consume any potable liquids it can find (including magical potions, which might result in strange effects if potions are mixed). Although poisons are not considered potable, a victim may not realize that a liquid is poisonous. The victim will not consume a liquid he knows to be poisonous.

No matter how much the creature drinks, its magical thirst is not quenched until the spell ends. During this time, the creature can do nothing but drink or look for liquids to drink. Victims of this spell believe they are dying of thirst and (depending upon their nature) may be willing to kill for drinkable fluids.

Lasting Breath

1st-level transmutation


  • Casting Time: 1 reaction
  • Range: 60 feet
  • Components: S
  • Duration: 1 minute

When you cast this spell, select yourself or one creature you can see within range. The target creature does not suffocate if unable to breathe while this spell is in effect.

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

Malec-Keth's Flame Fist

7th-level evocation


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

When this spell is completed, you choose one of your hands which bursts into light and is surrounded by an aura of flame. The flame inflicts no damage to you and provides illumination equal to that of a torch.

If you successfully touch or make an unarmed attack against a creature, you inflict 1d4 fire damage to the target which must make a Dexterity saving throw. On a successful save, the flame remains in your hand and you can use it to make further attacks. On a failed save, the flame leaps from your hand to surround the creature in an aura of searing fire. The superheated aura burns for 1 round, inflicting 12d4 fire damage.

Instead of attacking a creature, you may choose to touch one single object, which is automatically surrounded by the searing aura for 1 round and risks destruction if it is flammable. The aura can surround an object up to 60 cubic feet in volume.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d4 or the affected volume increases by 10 cubic feet for each slot level above 7th.

Maximilian's Stony Grasp

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a miniature hand sculpted from stone)
  • Duration: Concentration, up to 1 minute

This spell must be cast on stony ground, such as a stone floor, a natural cavern floor, or a boulder-strewn field. It is not possible to cast the spell on a stone wall or ceiling. Once the spell is cast, one Medium arm made of stone rises from the ground beneath any one creature you target and attempts to grasp its leg. The creature is allowed a Strength saving throw to avoid the effect. On a failed save, the target takes 2d8 bludgeoning damage and is restrained.

As an action, you can cause the hand to crush the restrained target. The target must make a Strength saving throw. On a failed save, the target suffers 2d8 bludgeoning damage, or half as much damage on a successful one. To break out, the restrained target can use its action to make a Strength saving throw (with a -5 penalty on the roll). On a success, the target escapes from the hand.

As an action, you can have the hand move to any other location in range (the first hand melts back into the stone and another one appears in the new location) to attack any creature in its reach (doing so releases a restrained creature, if any).

Metamorphose Liquids

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of the target liquid)
  • Duration: Permanent

This spell changes 1 cubic foot (about 7.5 gallons) of any fluid into an equal amount of different, nonmagical fluid (water, wine, poison, etc.). It is not possible to change a normal liquid into a magical one (such as a potion), or a magical liquid into another type of magical liquid. Poisons may be rendered harmless through use of this spell, but the spell has no effect on poisons already consumed. Magical liquids may resist transmutation with a successful saving throw. You must touch the fluid itself (not simply its container) and drink the drop of the target liquid for the spell to take effect. Thus, creating poisons this way can be dangerous.

Water elementals can be affected by this spell. You select one target which must make a Constitution saving throw. On a failed save, the target suffers 1d8 force damage, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the volume of affected fluid increases by 1 cubic foot or the damage inflicted increases by 1d8 for each slot level above 1st.

Ride the Wind

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (small handful of straw and a dry leaf)
  • Duration: Concentration, up to 1 hour

This spell allows you to target up to three creatures within range. These creatures become virtually weightless and can lift themselves upon the wind. Affected creatures can control their altitude by rising or descending at a speed of 30 feet, but are at the mercy of the wind for forward movement and direction. They can stop forward movement only by grasping something to anchor them in place.

If no wind is present, this spell only allows vertical movement. Each target and its equipment must weigh less than 300 pounds. Unwilling targets are allowed a Wisdom saving throw to resist the effect.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may affect three more creatures each weighting 300 more pounds for each slot level above 2nd.

Sink

8th-level transmutation


  • Casting Time: 1 action or 1 minute
  • Range: 120 feet
  • Components: V, S
  • Duration: Special

By means of this spell, you can force a creature or object into the very earth or floor upon which it stands. When the spell is cast, the target creature becomes rooted to the spot unless it succeed a Strength saving throw. An object with magical properties (permanent or temporary) is entitled a Strength saving throw as well, while a normal object immediately fails it. If the target fails its saving throw, it becomes of slightly greater density than the surface upon which it stands.

At this point, you may choose to cease casting, which causes the target to remain in place until the spell expires (5 minutes later). If you choose to proceed with the spell, by maintaining concentration over a period of 1 minute, the target will fully sink into the ground.

This entombment places a creature or object in a state of suspended animation. The cessation of time means that the creature does not grow older. Bodily and other functions virtually cease, but the creature is otherwise unharmed. The target exists in undamaged form in the surface into which it was sunk, to a depth equal to its height (the head of a 6-foot tall creature will be 6 feet beneath the surface). If the ground around the subject is somehow removed, the spell is broken and the subject returns to normal, but this will not cause the target does not rise up to the surface. Spells such as dig and transmute rock will not harm the sunken creature or object and will often be helpful in freeing it.

Solid Fog

4th-level transmutation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a pinch of dried powdered peas with powdered animal hoof)
  • Duration: 5 minutes

When you cast this spell, you create a billowing mass of misty vapors similar to a wall of fog spell. You can create up to 15 10-foot cubes of fog, as long as a rectangular or cubic mass at least 10 feet on a side is formed. The fog obscures all sight beyond 2 feet (normal and darkvision). However, unlike normal fog, only a very strong wind can move these vapors, and any creature attempting to move through the solid fog do so at a speed of 5 feet. A gust of wind spell cannot affect it. A fireball, flame strike, or wall of fire can burn it away in a single round.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may create 5 more 10-foot cubes of fog and the duration of the spell increases by 5 minutes for each slot level above 4th.

Statue

7th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (lime, sand, a drop of water and a small iron bar)
  • Duration: 12 hours

When you cast the spell, the target creature is apparently turned to solid stone, along with any garments and equipment worn or carried. The initial transformation to stone requires one full minute after the spell is cast. The creature can withstand any inspection and appear to be a stone statue, although faint magic is detected from the stone if someone checks for it. Despite being in this condition, the petrified creature can see, hear, and smell normally. Feeling is limited to those sensations that can affect the granite-hard substance of the individual’s body — i.e. chipping is equal to a slight wound, but breaking off one of the statue’s arms is serious damage.

The spell is not without risks. The target must first succeed at a Constitution saving throw against a DC of 5 or be killed by the initial transformation. The affected creature can return to his normal state instantly, act, and then return to the statue state, if he so desires, as long as the spell duration is in effect.

Suffocate

7th-level transmutation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a small silk bag studded with black opals worth a total of 5000 gp)
  • Duration: Concentration, up to 1 minute.

This spell draws the breath out of any creature within a 10-foot radius circle who fails a Constitution saving throw. Their breath is placed within the small silk bag, and those creatures start chocking the following round (see the Player's Handbook, Chapter 8). As they struggle and gasp for air, affected creatures move at half their normal speed, can only attack per turn and have disadvantage on all attack rolls, and their attackers have advantage against them.

The breaths are released at the end of the spell. Breaking or casting a displel magic on the bag also releases the breaths.

Thunder Staff

4th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a vial of rain collected during a thunderstorm and an oak staff)
  • Duration: Instantaneous

Once this spell is cast, you rap your staff on the ground to produce a cone of thunder 5 feet wide, 20 feet wide and 40 feet long. Creatures within this cone must succeed at a Constitution saving throw or be stunned and deafened for 3 rounds. Those who fail the save are hurled up to 20 feet away from the caster by the wave of force, suffering 5d8 thunder damage. On a successful save, the victim takes half the damage and is hurled only half the distance. Giant-sized or larger creatures suffer the same effects but are thrown only half again that distance.

The cone of force has a Strength of 19 for the purposes of opening locked, barred, or magically held doors. It can move objects weighing up to 640 pounds a distance up to 20 feet. Fragile items must make a saving throw or be destroyed. The spell emits a thunderous boom audible out to 600 feet.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by ld8 for each slot level above 4th.

Transmute Pebble

4th-level transmutation


  • Casting Time: 1 action
  • Range: Special
  • Components: V, S, M (a pebble or a stone boulder)
  • Duration: Special

You pick up one pebble or select a boulder no larger than 5 cubic feet that you can see within 50 feet of you, and select one of the following effects. The spell may only affect naturally occurring pebbles and rocks, and cannot be used to grow or shrink worked stone (such as a stone statue) or cut gemstone.

Transmute Pebble to Boulder. Once the spell is cast, you have one minute to attack by throwing the pebble at a target within 120 feet. While in flight, the pebble increases in speed and size, becoming a deadly boulder that inflicts 4d6 bludgeoning damage on a successful hit. You are considered to be proficient with the thrown pebble and receives no penalty for range. Only you may throw the pebble. At the end of the spell, the affected pebble returns to its normal size. When throwing pebbles, only one pebble may be thrown per attack.

Transmute Boulder to Pebble. Once the spell is cast, the selected boulder is shrunk to the size of a pebble. A shrunk boulder remains so until dispel magic is cast on i#t.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of pebbles or boulders you may affect increases by one and the size of affected boulders increase by 5 cubic feet for each slot level above 4th.

Transmute Water

6th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a powdered diamond with a value of 500 gp and a bit of seashell)
  • Duration: Permanent

You choose one of the following effects when casting the spell.

Transmute Water to Dust. Select a volume of water up ten 10-foot cubes (7500 gallons) within range. Once the spell is cast, the target body of water is immediately transformed to powdery dust. If the target is muddy water, to affected volume is doubled; if the target is wet mud, the affected volume is quadrupled. If water remains in contact with the transmuted dust, the smaller volume is absorbed with the larger one.

Only water in the area of effect at the moment the spell is cast is affected. For example, only the water content of solutions is affected (only salt and dust would remain after targeting salted water). Potions containing water are rendered useless, and water elementals suffer 10d6 force damage on a failed Constitution saving throw, or half damage on a successful one. Only one creature may be affected in this matter.

Transmute Dust to Water. This effect is a high-powered create water spell that transforms a pinch of dust into ten 10-foot cubes of water.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the volume of affected water increases by three 10-foot cubes and the damage dealt increases by 3d6 for each slot level above 6th.

Wall of Fog

1st-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (pinch of split dried peas)
  • Duration: 5 minutes

By casting this spell, the wizard creates a billowing wall of misty vapors in any area within the spell range. The fog obscures normal and darkvision beyond 2 feet. You may create less vapor if you want. The size of the wall is five 10-foot cubes. It must be a roughly cubic or rectangular mass, at least 10 feet across in its smallest dimension. Moderate winds reduce the duration of the spell by half, while strong winds reduce the duration to one fifth.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 minute and the size of the wall increases by one 10-foot cubes for each slot level above 1st.

Watery Double

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Special

This spell may be cast on a body of non-magical liquid of any size. The first creature whose reflection is cast on the surface of the liquid releases the spell. At that moment, the liquid immediately forms an exact three-dimensional image of the reflected creature. If more than one creature casts a reflection simultaneously, only one water double forms (select randomly). The size of the double is restricted by the volume of fluid available. If the spell was cast on a full mug of ale, the double would become a mug-sized duplicate of the victim. The watery double will never exceed the actual size of the victim regardless of the size of the body of liquid. When the spell is cast on the liquid, its duration is considered permanent until the power is released by a creature's reflection. The liquid will not evaporate until the spell is triggered.

When the watery double forms, it remains animated for 5 rounds. It attempts to touch the creature it has duplicated using your spell attack modifier. If it succeeds, it merges with the individual, covering his entire body in a skin of liquid. The victim may attempt a Constitution saving throw. If successful, the spell ends and the liquid returns to normal (soaking the creature in the process). On a failed save, the watery double begins forcing its way into the victim's bodily openings, chocking the victim and inflicting 1d8 force damage per round in the process until destroyed or the spell expires.

The watery double has AC 14 and the same amount of Hit Dice as the creature it resembles. Its movement rate is double that of the victim, and may seep under doors and through cracks. It is immunne to non-magical weapons.

The watery double dissipates if reduced to zero hit points or when the spell duration expires. Striking the watery double while it is wrapped around its victim causes an equal amount of damage to the victim. Effects from spells such as control water, transmute water instantly destroy a watery double.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration of the watery double increases by 3 rounds for each slot level above 3rd.

Whispering Wind

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 5 miles
  • Components: V, S
  • Duration: Special

By means of this spell, you are able to use the wind to either send a message or cause some desired sound effect. The whispering wind can travel above ground to a specific location within range that is familiar to the wizard. The wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.

You can have the wind deliver a message of up to 25 words or made of other sounds for one round, or merely have the whispering wind seem to be a faint stirring of the air that has a whispering sound. You can likewise cause the wind to move as slowly as a mile per hour or as quickly as a mile per minute. When the spell reaches its destination, it swirls and remains until the message is delivered. No spells may be cast via the whispering wind.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range increases by 2 miles for each slot level above 2nd.

Wind Wall

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a tiny fan and a feather of exotic origin)
  • Duration: Concentration, up to 10 minutes

This spell brings forth an invisible 2-foot thick, 10-foot tall and 25-foot wide vertical curtain of wind. The wind is a strong breeze sufficient to blow away any bird smaller than an eagle or tear papers and like materials from unsuspecting hands. A Dexterity ability check may be used to determine whether the subject maintains its grasp on the object. Normal insects cannot pass this barrier.

Loose materials, even cloth garments, fly upward when caught in the wall. Arrows and bolts are deflected upward and miss, while sling stones and other missiles under two pounds in weight receive a –4 penalty to hit to a first shot and a –2 penalty thereafter. Gases, most breath weapons, and creatures in gaseous form cannot pass this wall, although it is no barrier to noncorporeal creatures.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the width of the wall increases by 15 feet for each slot level above 3rd.

The

Elemental

Power

The destructive power of Air, Earth, Fire and Water at your command. Many long for it. Numerous attempts at mastering it have been made. Most have failed. Those who have succeed so far have only managed to grasp a tiny fraction of its potential.

At first glance, this Arcane Tradition may appear as just "another attempt." Don't be fooled. This is the one, true path. Walk it at your own risks.

Whether you are looking to spice your D&D 5E Elemental Evil game settings with newer, more powerful minions, or looking into another way of practicing magic, this Arcane Tradition is for you.

 

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