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### Elemental Form Spells This is an extension of Kibbles' Generic Elemental Spells. These extend the idea of elemental transmutation and assuming elemental aspects with a set of 2nd level spells to briefly assume elemental form, and a set of 6th level spells to completely embody elemental powers. > ##### Replacing Investiture > These are designed to replace investiture spells, as many find those spells undertuned. These are somewhat thematically different and do not share a name with those as they are part of the Generic Elemental Spells project, and are open content. > ___ > ##### Open Content > These spells, as with all of Kibbles' Generic Elemental spells, can be used with or without credit for any purpose. #### Become Fire *2nd-level transmutation* ___ - **Classes:** Druid, Sorcerer, Warlock, Wizard - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** 1 round. ___ You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits: * You are resistant to fire damage and to bludgeoning, slashing, and piercing damage from nonmagical attacks. * You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature, it takes 1d6 fire damage. * Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage. #### Become Stone *2nd-level transmutation* ___ - **Classes:** Druid, Sorcerer, Warlock, Wizard - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** 1 round. ___ You solidify into a stone. Until the start of your next turn,you are petrified. Your AC becomes 20 and you gain temporary
hit points equal to your spell casting modifier while petrified. #### Become Water *2nd-level transmutation* ___ - **Classes:** Druid, Sorcerer, Warlock, Wizard - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** 1 round. ___ You become a burst of elemental water. Until the start of your next turn, you gain resistance to bludgeoning, slashing, and piercing attacks damage from nonmagical attacks. Additionally, you can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature, it must pass a Strength saving throw or be knocked prone. #### Become Wind *2nd-level transmutation* ___ - **Classes:** Druid, Sorcerer, Warlock, Wizard - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** 1 round. ___ You become a burst of elemental wind until the start of the next turn. You gain resistance to lightning damage and bludgeoning, slashing, and piercing attacks damage from nonmagical attacks. Additionally, you gain flying speed of 30 feet, can move through the space of other creatures, and ignore difficult terrain, but will fall at the start of your next turn if not held aloft. #### Form of Fire *6th-level transmutation* ___ - **Classes:** Druid, Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes. ___ You become elemental fire, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, you gain the following benefits:
\pagebreakNum * You are immune to fire damage. * You can move through the space of other creatures and ignore difficult terrain. The first time on your turn you enter the space of another creature, it takes 1d6 fire damage. * If a creature within 5 feet hits you with a melee attack, it takes 1d6 fire damage. * You can use your action to create a line of fire 30 feet long and 5 feet wide extending from you in a direction of your choice. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. * During your turn, if you roll fire damage, you can maximize one die of the damage dealt. #### Form of Ice *6th-level transmutation* ___ - **Classes:** Druid, Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes. ___ You freeze over, becoming a form of elemental ice. Until the spell ends, you gain the following benefits: * You are immune to cold damage. * You can move across difficult terrain created by ice or snow without spending extra movement. * The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you. * You can use your action to create a 20-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. * During your turn, if you roll cold damage, you gain temporary hit points equal to one die rolled (your choice). #### Form of Wind *6th-level transmutation* ___ - **Classes:** Druid, Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes. ___ You become a gust of elemental wind. Until the spell ends, you gain the following benefits: * You have a flying speed of 60 feet. * You can move through and occupy the space of other creatures, and you ignore difficult terrain. * You are invisible. * You can use your action to unleash a powerful blast of wind in a 30 foot cone. Each creature in the cone must make a Strength saving throw. A creature takes 4d8 bludgeoning damage is knocked 15 feet away from you on a failed save, or half as much damage isn't knocked backward on a successful one. \columnbreak #### Form of Water *6th-level transmutation* ___ - **Classes:** Druid, Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes. ___ You become a surge of elemental water. Until the spell ends, you gain the following benefits: * You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. * You can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature, it must pass a Strength saving throw or be knocked prone. * You can use your action to unleash a blast of water 15 feet long and 5 feet wide extending from you in a direction your choice. Each creature in the line must make a Strength saving throw. A creature takes 5d6 bludgeoning damage and is knocked prone on a failed save, or half as much and isn't knocked prone on a successful one. #### Form of Stone *6th-level transmutation* ___ - **Classes:** Druid, Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes. ___ You become made of stone. Until the spell ends, you gain the following benefits: * You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. * You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn. * You can use your action to call spikes of stone to raise from the ground. All creatures of your choice within 15 feet of you must make a Dexterity saving throw. A creature takes 4d8 piercing damage on a failed save, or half as much on a successful one. Their space becomes difficult terrain either way. #### Elemental Avatar *9th-level transmutation* ___ - **Classes:** Druid, Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes. ___ For the duration of the spell, you gain the benefits of the *form of fire, form of ice, form of wind, form of water, and form of stone* spells.