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### # New Spells ###
#### Earthen Mastery *8th level Transmutation* ___ - **Casting Time:** 1 Action - **Range:** Self (100' radius) - **Components:** V, S, M (a miniature fort) - **Duration:** Concentration, up to 10 minutes ___ You control the earth and stone around you in a powerful show of force, bending the ground itself to your will. When you cast this spell you pull four 10 foot cubic areas of boulders, stones and rock formation to the surface. These formation must be more than 5 feet apart, but otherwise can be anywhere in the spells area. As a bonus action, on your turn, you may relocate the boulders within the area. The Former boulders sink into the earth harmlessly, depositing anyone on them onto the ground, and the new ones push up through the ground, lifting creatures in the area with them. Allies within the area do not suffer the penalty of difficult terrain, and may walk over open air and water within the spells area as you form the land into temporary bridges and paths in front of them. An ally that ends their turn above water or air has the bridge dissolve underneath them and they plunge into whatever terrain is actually there. All enemies in the area must spend 2 feet of movement to move 1 foot. While the spell is active you may use your bonus action to explode the earth in a 10 foot radius around a point you in range. Make a melee Spell attack against each target in the area. On a hit, the target 5d6 bludgeoning damage and becomes prone. ___ **Or I can write it like this:** ___ Each creature in the targeted area must make a dexterity saving throw. Targets that fail their saving throw take 5d6 bludgeoning damage and become prone, and take half damage on a successful one. #### Earth Spike *2nd level Transmutation* ___ - **Casting Time:** 1 Action - **Range:** 60 Feet - **Components:** V, S, M - **Duration:** Instantaneous ___ Swelling up from deep underground, a massive stone spike bursts through the earth. Chose a point on the ground within range. You do not need to be able to see the point. If you target a point that is not on the ground, the spell fails and the spell slot is still consumed. A 5 foot diameter stone spike bursts out of the ground at that point. Make a melee spell attack against each creature in the area of the spike. This attack is a critical hit on a 19 or 20. If you hit a creature, it takes 3d8 piercing damage. ___ **Or I can write it like this:** ___ Each creature on that point must make a dexterity saving throw. Each target that fails takes 3d8 piercing damage, or half of that on a successful saving throw. **At Higher levels** When you cast this spell using a spell slot of 3rd level or higher, it does an additional d8 damage per spell level above 2nd #### Earthworks *2nd level Transmutation* ___ - **Casting Time:** 1 Action - **Range:** 60 Feet - **Components:** V, S, M (a small stone wall about 4 inches long) - **Duration:** Concentration, up to 1 minute ___ You create a defensive position behind which to fight. You create a 50 foot long by 10 foot wide by 5 foot tall berm of earth. This line may curve but must be continuous. This line is difficult terrain. As a reaction during the spells duration, you can make a melee spell attack against any creature touching the earthworks. If you hit, they are knocked prone. ___ **Or I can write it like this:** ___ As a reaction during the spells duration, you can cause any creature walking on or coming over the earthworks to make a dexterity saving thrown. If they fail, they are knocked prone. #### Entomb *5th level Transmutation* ___ - **Casting Time:** 1 Action - **Range:** Touch - **Components:** V, S, M (a small. ornately carved coffin) - **Duration:** Concentration, up to 1 minute ___ You touch a creature, and the ground turns soft under their feet and sucks them down. Each creature you choose within 10 feet of the creature touched must make a dexterity saving throw. If it fails, it is swallowed by the earth, becoming buried 15 feet below the surface. Creatures within the tomb can dig themselves out using an athletics (Strength) check against the DC of the spell, digging 5 feet in a round. While a creature is buried, it is blind and deaf. When the spell ends, the creature is ejected at the point where they were entombed. To all other creatures. The earth remains as it was. ___ **At Higher levels** When you cast this spell using a spell slot of 6th level or higher, the radius of the spell increases by 5 feet per spell level above 5th. \pagebreakNum #### Fissure *4th level Transmutation* ___ - **Casting Time:** 1 Action - **Range:** 60 Feet - **Components:** V, S - **Duration:** Instantaneous (permanent) ___ A crack appears in the earth, starting a point within range that you know is earth or stone. The Fissure is 10 feet wide and 10 feet long and 40 feet deep. Each creature of size large or smaller in the spells area when it is created must make a dexterity saving throw. Creatures that fail fall into the fissure. Creatures that succeed move to a point of their choice outside the fissure. Buildings or structures within the Spells area may collapse or become structurally unsound. ___ **At Higher Levels** you may cast this spell using a spell slot of 5th level or greater. For each spell slot above 4th, you can create another fissure. #### Fist of Stone *Conjuration Cantrip* ___ - **Casting Time:** 1 Action - **Range:** 60 Feet - **Components:** V, S, M - **Duration:** Instantaneous ___ A casing of rock and stone surrounds your fist as you punch at another creature. The Fist fly’s off of your hand and speeds towards a creature you choose that you can see, up to the limit of the spell, where it crumbles harmlessly to dust. If the fist would hit a creature, make a melee spell attack roll against that creature. This attack is a critical hit on a 19 or 20. If it hits, the creature takes d8 bludgeoning damage, if it misses, the fist crumbles harmlessly to dust. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Gaia's Embrace *3rd level Transmutation* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S, M - **Duration:** Concentration, Up to 1 minute. ___ Large slabs of stone and Earth pull themselves up from the deep underground to become your shields and weapons. When you cast this spell, you summon 4 stone slabs that float gently around you and protect you from harm. Your base armor class becomes 10 + the number of slabs + Dex modifier. On your turn, as an action, You may launch a slab at a creature within 30 feet. The stone detaches from orbit around you and rockets towards the creature. Make a ranged spell attack against that creature, this attack is a critical hit on a 19 or 20. If you hit, the creature takes 3d6 damage. The slab them breaks apart and falls to the ground as dust. ___ **Or I can write it like this:** ___ On your turn, as an action, you may launch a slab at a creature within 30 feet. The stone detaches from orbit around you and rockets towards that creature who makes a dexterity saving throw, suffering 3d6 damage on a failed save. The slab them breaks apart and falls to the ground as dust. ___ **At Higher Levels** when you cast this spell using a spell slot of 4th level or higher, you gain one additional slab for every two levels above 3rd. #### Hammer of Kagarad *2nd level Transmutation* ___ - **Casting Time:** 1 Action - **Range:** Self (60 Foot line) - **Components:** V, S, M (a roughhewn hammer of stone) - **Duration:** Instantaneous ___ A line of earth explodes out of the ground towards a point you can see within range. Make a melee spell attack against each creature in the line between you and the point. This attack is a critical hit on a 19 or 20. Each Creature you hit takes 2d6 bludgeoning damage. If you hit the creature on the point you chose, they take 3d6 bludgeoning damage and become prone. ___ **Or I can write it like this:** ___ Each creature in the line between you and the point makes a dexterity saving throw. Each target that fails takes 2d6 bludgeoning damage. The creature on the point you chose must also make a dexterity saving throw. If it fails, it takes 3d6 bludgeoning damage and becomes prone. On a successful save, it takes half the damage. ___ **At Higher Levels** When you cast this spell using a spell slot of 3rd level or higher, you do an additional d6 damage to each target for each level above 2nd. \pagebreakNum #### Mountainstance *7th level Transmutation* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S, M (a fragment of obsidian) - **Duration:** Concentration, up to 1 minute ___ You cover yourself in the blood of the mountain. You gain the following benefits - Immunity to nonmagical Bludgeoning, Piercing and slashing damage - An Armor Class of 20 - Temporary hit points equal to 5 times your Wizard Level. - Advantage on constitution saving throws. - Your unarmed melee attack does d8+5, and you have proficiency with unarmed attacks. #### Sinkhole *9th level Transmutation* ___ - **Casting Time:** 1 Action - **Range:** 240 Feet - **Components:** V, S - **Duration:** Instantaneous ___ You collapse the stone and earth, creating a massive hole in the ground that swallows all within. Target a point within range. A hole 40 feet in all directions instantly appears and all building, creatures, plants and other objects on the surface collapse to the bottom of the 50 foot deep hole. The edges of the sinkhole are muddy and smooth, imposing disadvantage on any skill checks made to climb the walls.