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# Geomancy Spells ### Elemental Earth Magic for DnD 5E
#### Monolith *Transmutation cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** S,M (a shard of basalt) - **Duration:** 10 minutes ___ You stomp the ground, raising an earthen pillar that fills a 5-foot cube within range which can be used as cover. If a pillar is raised under a creature, that creature must succeed on Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save. The pillar crumbles if you cast this spell again or after 10 minutes. ___ You can also attack with the pillar, although doing so ends the spell. When you cast the spell, or as an action on a later turn, you can launch the pillar toward a creature of your choice within 60 feet of the pillar. Make a ranged spell attack, doing 1d8 bludgeoning damage on a hit. ___ This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ___ **Subclasses:** *Earth* Cleric, *Land (Mountain)* Druid, *Stone* (UA) Sorcerer #### Rockslide *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S,M (a lump of clay) - **Duration:** Instantaneous ___ You control the ground beneath your feet, propelling you in a line toward an unoccupied space you can see within range. Each creature you pass through must make a Dexterity saving throw or be knocked prone. ___ **Subclasses:** *Earth* Cleric, *Land (Mountain)* Druid, *Stone* (UA) Sorcerer #### Tremorsense *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S, M (a pouch of sand) - **Duration:** 1 hour ___ You clear your mind, extending your senses into the earth around you. For the duration, you have Tremorsense out to a range of 30 feet. ___ **Subclasses:** *Earth* Cleric, *Land (Mountain)* Druid, *Stone* (UA) Sorcerer \columnbreak
#### Bolide *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 240 feet - **Components:** S,M (1 cubic foot of earth, which the spell consumes) - **Duration:** Instantaneous ___ A 4-inch diameter sphere of hard-packed earth forms in front of you, launching toward a target you can see. The sphere flies in a straight line toward the target, building speed as it soars, stopping early if it impacts against a solid surface. If the sphere strikes a creature, that creature must make a Dexterity saving throw. On a failed save, the bolide strikes the target and stops moving. When the bolide strikes something, the sphere and whatever it strikes each take 1d6 bludgeoning damage per 20 feet the bolide traveled. ___ If the bolide travels more than 120 feet, the target has advantage on the saving throw. Unless the range is increased, the bolide crumbles after traveling 240 feet. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the range increases by 20 for each slot level above 4th. ___ **Subclasses:** *Earth* Cleric, *Land (Mountain)* Druid, *Stone* (UA) Sorcerer > ##### Variant Rule: Pre-existing Earth Magic > ____ > Certain spells in the Player's Handbook and Xanathar's Guide to Everything fit the criteria for Earth magic. Typical Geomancy spells fall under the Transmutation school of magic, with few exceptions. With your DM's approval, the following spells are added to your class' spell list if they aren't already: >* Mold Earth >* Earth Tremor >* Maximilian's Earthen Grasp >* Erupting Earth >* Wall of Sand >* Meld into Stone >* Stone Shape >* Stoneskin >* Summon Elemental (Earth only) >* Conjure Elemental (Earth only) >* Transmute Rock >* Wall of Stone >* Bones of the Earth >* Move Earth >* Investiture of Stone >* Earthquake \pagebreak #### Seismic Barrage *4th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S,M (a handful of stone arrowheads) - **Duration:** Instantaneous ___ You stomp the ground in front of you, launching earthen spikes towards up to five targets you can see within range. Each target must make a Dexterity saving throw, taking 8d6 piercing damage on a failed save, or half as much damage on a successful one. ___ Alternatively, all spikes can instead converge toward a single target, dealing 12d6 piercing damage on a failed save, or half as much damage on a successful one. ____ ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. ___ **Subclasses:** *Earth* Cleric, *Land (Mountain)* Druid, *Stone* (UA) Sorcerer #### Earthen Dome *4th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet or Self (10-foot-radius hemisphere) - **Components:** S,M (a clay bowl) - **Duration:** Concentration, up to 1
minute or 8 hours (see below) ___ A dome of hardened earth encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. ___ If cast as a ritual, a 10-foot-radius immobile dome of hardened earth springs into existence around and above you and up to 8 other creatures of Medium size or smaller and remains stationary for the duration. The spell ends if you leave its area. ___ The dome is 3 inches thick and has an AC of 18 and 200hp, and is vulnerable to Thunder damage. ___ **Subclasses:** *Earth* Cleric, *Land (Mountain)* Druid, *Stone* (UA) Sorcerer
> ##### Variant Rule: The limits of Earth Magic > ____ > Due to the grounded nature of Geomancy, your DM might rule that certain criteria must be met for a target to be affected. Earthen spells and abilities might not work in the air or at sea, or on any of the many planes of existence. Additionally, at your DM's discretion, some spells might require the target to be on the same surface as the caster. \columnbreak #### Tectonic Carapace *5th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S,M (5 cubic feet of earth, which the spell consumes) - **Duration:** Concentration, up to 10 minutes ___ Earth and rock coalesce around you, creating an earthen suit of armor. You gain 50 temporary hit points. While you have these hit points, your speed is halved and you have disadvantage on Dexterity saving throws. If any of these hit points remain when the spell ends, they are lost. While you have these hit points you gain the following benefits: - Your AC can't be lower than 20 - You gain resistance to nonmagical bludgeoning, piercing, and slashing - You can’t be forcibly moved. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the temporary hit points increase by 10 for each slot level above 5th. ___ **Subclasses:** *Earth* Cleric, *Land (Mountain)* Druid, *Stone* (UA) Sorcerer #### Faultline *6th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self (100-foot line) - **Components:** S,M (a fistful of obsidian) - **Duration:** Instantaneous ___ The earth splits, creating a ravine of jagged stone in a line originating from you that is 100 feet long and 15 feet wide. Each creature in that line must make a Dexterity saving throw, taking 8d8 piercing damage and falling prone on a failed save, or half as much damage on a successful one. ___ Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. ___ **Subclasses:** *Earth* Cleric, *Land (Mountain)* Druid, *Stone* (UA) Sorcerer