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#### Create Pit *1st-level transmutation* ___ - **Classes:** Druid, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 60 feet (5 ft radius) - **Components:** V, S - **Duration:** Instantaneous ___ You choose a point on the ground in an area of dirt or natural stone you can see. The ground buckles and a 5-foot radius, 10-foot deep pit opens around that point. If the surface is not large enough to contain the pit, the spell fails. Creatures in the area must make a Dexterity saving throw. On success, they can move 5 feet outside the radius of the spell. Creatures that fail their saving throw fall to the bottom of the bit (taking 1d6 bludgeoning damage and falling prone). The sides of the pit are rough, and can be climbed. The pit remains until filled. If a creature saves, but cannot move 5 feet, they fall prone, hanging from the edge of the pit, and cannot stand until they move out of the pit area or fall into it. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the pit is 5-feet deeper for each slot level about 1st (to a maximum of 20 feet deep). > ##### Limitations > The spell fails if the pit would breach another opening (such as a room or cavern below) as that would be failing to contain the pit. The GM has wide discretion on what surfaces would qualify for this spell. \columnbreak
#### Stone Pillar *2nd-level transmutation* ___ - **Classes:** Druid, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You cause a pillar of stone to rise from the ground in a space you can see. The pillar of stone has a diameter of 5 feet and raises up to 30 feet into the air. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail their save. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 3d8 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it. The pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand. \pagebreak #### Stone Coffin *4th-level transmutation* ___ - **Classes:** Druid, Occultist, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You cause a surge of stone to attempt to engulf a Large or smaller creature in stone. The target must make a Dexterity saving throw. On a failure, they become restrained and blinded in the stone coffin. A creature can choose to fail their save. While trapped within the coffin, they have total cover against all sources. The coffin has an AC of 15 and 50 hit points, and resistance to all damage beside bludgeoning and thunder damage. When the spell ends or the coffin is reduced to 0 hit points, it crumbles to fragments and the creature within is no longer restrained and blinded. For the duration of the spell you can use your bonus action to attempt to crush a creature encased in the coffin, dealing 1d10 bludgeoning damage. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the stone coffin gains 10 additional hit points for each level above 5th. #### Quick Sand *3rd-level transmutation* ___ - **Classes:** Druid, Occultist, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a pinch of sand) - **Duration:** Concentration, up to 1 minute ___ You cause the ground in a 20-foot radius centered on a point you can see to turn to quicksand for the duration of the spell. A creature moving through or out of the area must spend 4 feet of movement for every 1 foot it moves. A creature that ends their turn must make a Strength saving throw. On failure, they fall prone. \columnbreak #### Stone Forming *transmutation cantrip* ___ - Classes: Druid, Occultist, Sorcerer, Warlock - Casting Time: 1 bonus action - Range: Touch - Components: V, S - Duration: Instantaneous ___ You touch the ground or a stony surface, and call forth stone that shapes itself to your command. You can make any roughly shaped Small or Tiny item from the stone, including functional and magically durable simple or martial melee weapons (for Medium or smaller creatures). Items made this way lose any magical durability after one hour or if you call forth another stone item, and become easily broken if they would not normally be functional in that shape. You can alternatively shape stone you touch in this way in a minor way, such as forming a handhold or leaving a marked symbol. Weapons created through this feature gain a bonus to attack and damage when you reach 5th level (+1), which increases at 11th level (+2), and 17th level (+3). > ##### Generic Elemental Spells > These spells are part of the larger Kibbles' Generic Elemental spells project, which you can find [here], a free expansion for 5e adding loads of new elemental spells of all types. Kibbles' Generic Elemental Spells can be used freely in any content, with or without credit - they exist to expand the available spell list for everyone.