Unleashed Compendium: Only Elemental Spells

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Elemental Spells

Unleashed Compendium (UC)

Blood Spells are by dmdave.com

Topple

Transmutation Cantrip


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S,M (a pinch of dirt)
  • Duration: Instantaneous

You attempt to knock over one creature that you can see within range using kinetic force. The target must make a Strength saving throw. On a failed save, the target takes ld4 bludgeoning damage and is knocked prone.


At Higher Levels This spell's damage increases by ld4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4}

Water Spout

Conjuration Cantrip


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

You fire a stream of pressurized magical water that sprays toward your target. One creature you can see within range must make a Strength saving throw. On a failure, the target takes ld6 bludgeoning damage and if it is Large or smaller, you push it 10 feet away from you.

Blood Sense

Divination Cantrip


  • Casting Time: 1 Action
  • Range: Touch
  • Components: M (a drop of the target’s blood)
  • Duration: Instantaneous

You taste the blood of a creature. The blood must have been spilled or drawn within the last 1 minute or the effect fails. Once you taste the blood, you can learn certain information about the creature. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

Strength score

Dexterity score

Constitution score

Current hit points

At the GM’s option, you might also realize you know a physical weakness the creature has, if any, such as vulnerability to fire damage or weakness against silver weapons.

Control Blood

Transmutation Cantrip


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous or 1 round

You target a living creature within range. The target must make a Constitution saving throw. On a failed saving throw, you cause one of the following effects to occur:

The creature bleeds from its eyes, ears, and nose until the end of its next turn. While bleeding, the creature has disadvantage on its Wisdom (Perception) checks.

Until the end of the creature’s next turn, each time it takes damage from an attack that deals bludgeoning, piercing, or slashing damage, it takes an additional 1d4 necrotic damage from the attack.

You increase the temperature of the creature’s blood. The creature takes 1d8 fire damage and it has disadvantage on the next attack roll it makes so long as the attack is made before the end of the creature’s next turn.

You decrease the temperature of the creature’s blood. The creature takes 1d8 cold damage and its movement speed is halved until the end of the creature’s next turn.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Earth Stomp

Transmutation Cantrip


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous

You stomp the ground, causing it to shake and flinging bits of earth and stone at nearby foes. Each creature within range other than you must make a Dexterity saving throw. On a failed saving throw, a creature takes ld6 bludgeoning damage. The spell fails if the caster is not touching the ground when it is cast.


At Higher Levels The spell's damage increases by ld6 when you reach 5th level (2d6) 11th level (3d6) and 17th level (4d6).

Glide

1st level Transmutation


  • Casting Time: 1 Reaction, which you take when you fall
  • Range: self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You weave magic in a swirl as you falL creating an invisible sheet of force much like a glider or parachute in one or two of your hands that allows you to slow your descent and convert it to horizontal movement. Until the spell ends, you fall no faster than 100 feet per round and you do not take falling damage. While you are holding the glider with two hands, you can move up to 2 feet horizontally for every 1 foot you descend while falling. Your aerial movement using this spell is highly affected by air currents. You can be blown off-course if the wind around you is significantly unfavorable. If you are no longer holding the glider at any time, the spell ends. When the spell ends, you fall if you are still aloft, unless you can stop the fall


At Higher Levels When you cast this spell using a spell slot of 2nd leveL the maximum duration increases to 10 minutes. A slot of 3rd level or higher increases it to 1 hour.

Swoop

1st level Transmutation


  • Casting Time: 1 reaction, which you take immediately after the start of your turn
  • Range: self
  • Components: V, S, M (a leaf)
  • Duration: 1 turn

You take to the air in a burst of brief magical flight. You have a 60 foot flying speed for this turn only. You fall if you are still aloft when the tum ends, unless you can stop the fall

Conflagration

1st level Evocation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (flint and tinder, or a flame)
  • Duration: Concentration, up to 1 minute

Fire springs from the ground within 10 feet of a point that you can see within range and lasts until the spell ends or until it is extinguished by any means. The fire extends 5 feet above the ground Each time a creature starts its turn in the fire or enters it for the first time on a turn, it must succeed on a Dexterity saving throw or else take ldlO fire damage. The spell ignites any flammable objects in the fire that aren't being worn or carried


At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the radius of the effect increases by 10 feet for each slot level above 1st.

Pyrokinesis

1st level Evocation


  • Casting Time: 1 Bonus Action
  • Range: 30 feet
  • Components: M (brimstone or a flame)
  • Duration: Concentration, up to 1 minute

With a thought, you cause one creature that you can see within range to spontaneously combust. The target must make a Constitution saving throw. On a failed saving throw, the target ignites in flames, taking ldl0 fire damage and burning for the duration. At the start of each of its turns while it is burning, the target must repeat the Constitution saving throw. On a failed save, it takes ld6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water} the spell ends. You can choose to target an object that you can see within range which isn't being worn or carried instead of targeting a creature. If you do, the object automatically fails its saving throws, and it doesn't stop burning when the spell ends.


At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the initial damage dealt increases by ldl0 for each slot level above 1st.

Water Whip

1st level Conjuration


  • Casting Time: 1 Bonus Action
  • Range: self
  • Components: V, S, M (seaweed or an octopus tentacle)
  • Duration: Concentration, up to 10 minutes

You draw water in the shape of a tentacle-like whip in your free hand The whip flows from your arm and lasts for the duration. If you let go of the whip, it disappears, but you can draw it again as a bonus action. You can use your action to make a melee spell attack with the whip that has a reach of 10 feet. On a hit, the target takes 3d4 bludgeoning damage, or you can choose to trip the target, dealing it no damage and knocking it prone instead.


At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the reach of the spell attack increases by 5 feet for each slot level above 1st. When you cast this spell using a spell slot of 5th level or higher, you can conjure a second whip in another hand as part of the same bonus action, and with two whips you can make two spell attacks using your action instead of only one.

Exsanguinate

1st level Necromancy


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You target one living creature that you can see within range. The creature must make a Constitution saving throw. On a failed saving throw, you draw blood from the body of the creature; the creature takes 1d6 necrotic damage and one level of exhaustion. On a successful saving throw, the creature takes half as much necrotic damage and no exhaustion. On each subsequent turn, you can use your action to maintain the effect, forcing the creature to make another Constitution saving throw suffering the same results. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or it has total cover from you.


At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st.

Stone Blast

1st level Transmutation


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

You summon a group of large stones from a space next to a surface within range that you can see, like a floor, walL or ceiling. The surface doesn't have to be made of a single contiguous materiaL but it must be mostly made of earth, sand, stone, metal crystaL or another suitable earthen or stone-like materiaL and it must be at least 3 inches deep, or else the spell fails. When the stones appear from the surface, you make two spell attacks, magically hurling the stones at targets you can see within 60 feet of the stones' location. Each attack deals 2d6 nonmagical bludgeoning damage on a hit. You may choose a different target or the same target for any of the attacks, but all targets must be within 30 feet of each other. The spell attacks you make with this spell determine cover and line of effect as if they were made from the location where the stones were summoned instead of your location, and they ignore disadvantage caused by a target being prone.


At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, you make one additional attack with the stones for each slot level above 1st.

Cyclone Strike

2nd level Transmutation


  • Casting Time: 1 Action
  • Range: 10 feet
  • Components: V, M (one or two weapons)
  • Duration: 1 round

Slicing wind swirls around you in a cyclone as you make a magical spinning strike. You make a melee attack with a weapon that you are holding against each creature of your choice within the spell's range. If you are holding two weapons that you can use for two-weapon fighting, you can make an attack with each of those weapons against each target, using two-weapon fighting rules to determine each attack's damage. For these attacks, the weapons count as magical for the purposes of overcoming resistance and their reach is the spell's range. After the attacks, the wind disperses gas or vapor and extinguishes unprotected flames that are torch-sized or smaller within 20 feet of you. Until the start of your next turn, any ranged weapon attacks made against you have disadvantage.

Gale Weapons

2nd level Transmutation


  • Casting Time: 1 Bonus Action
  • Range: touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

One or two weapons that you are holding are enveloped in small whirlwinds. For the duration, the weapons are magical if they weren't already, and they also have a + 1 bonus to damage rolls. This effect is suppressed for a weapon while you aren't holding it. In addition, if you use an affected weapon to make a weapon attack on your turn, the attack gains benefits based on whether it is melee or ranged Melee. The attack's reach is tripled, but it counts as both a melee weapon attack and a ranged spell attack if it is made outside the weapon's normal reach.

The attack ignores disadvantage caused by long-range, being underwater, or the effects of wind, and the weapon returns to one of your free hands at the end of your turn if it has the thrown property.

Drown

2nd level Conjuration


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (teeth, seaweed, and seawater)
  • Duration: Concentration, up to 1 minute

You conjure a globe of magical water to surround a foe's head and drown it. Choose one creature in range that you can see. The target must make a Strength saving throw. On a failed saving throw, the target cannot speak and has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight or hearing until he spell ends. While the spell continues, it takes 2d8 bludgeoning damage at the start of each of its turns. At the end of each of its turns, the creature can repeat the saving throw. On a success, the creature breaks free and the spell ends. Creatures that can breathe water or do not have to breathe automatically succeed on the saving throw.


At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by ld8 for each slot level above 2nd When you cast this spell using a spell slot of 5th level or higher, the duration increases to Concentration up to 10 minutes, and the target can only hold its breath for up to 30 seconds before suffocating.

Blood Thirst

2nd level Enchantment


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

One creature of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. The creature must have a mouth. While the target is charmed in this way, its eyes bleed. The charmed target must use its action before moving on each of its turns to make a bite attack against a creature other than itself that you mentally choose. If the creature does not have a bite attack, it can make one in place of its unarmed strike. The attack uses the creature’s Strength modifier for attack and damage rolls, and on a hit, it deals piercing damage according to its size.

Tiny 1 damage

Small or Medium 1d4

Large 2d6

Huge 3d6

Gargantuan 4d6

If the creature hits with its bite attack, it can attach itself to the target and start to drain its blood. While attached, the creature doesn’t attack. Instead, at the start of each of the creature’s turns, the target loses hit points equal to the creature’s bite damage. The creature can detach itself by spending 5 feet of its movement. Another creature, including the target, can use its action to detach the creature.

Ice Sculpture

2nd level Conjuration


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: 10 minutes

You conjure a magical chunk of ice into an unoccupied space that you can see within range. The ice created must be no larger than a 10-foot cube, and the ice must be of a form that you have seen before, though the form need not have been made of ice when you saw it. This spell cannot create complicated machinery with moving parts, such as a clock or firearm. When you cast the spell you also choose whether the ice is clear and transparent or cloudy and heavily obscured The ice has hit points equal to 5d8 + twice your spe11casting modifier (minimum 5 hit points} and its AC is equal to 10 + your spe11casting modifier. It has immunity to cold damage, but it has vulnerability to bludgeoning, fire, and thunder damage. The ice object is destroyed when it reaches O hit points or the spell ends. The ice melts after 2d4 minutes in a hot environment, and only 1 minute in an extremely hot environment.


At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the hit points of the ice increase by 2d8 for each slot level above 2nd, and the maximwn size of the object increases by 5 feet for every 3 slot levels above 2nd.

Terra Spike

2nd level Conjuration


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a flake of igneous rock)
  • Duration: Instantaneous

Choose a creature or object that you can see which is adjacent to a surface within range, like a floor, walL or ceiling. The surface doesn't have to be made of a single contiguous materi~ but it must be mostly made of earth, sand, stone, metaL crystaL or another suitable earthen or stone-like materiaL and it must be at least 6 inches deep, or else the spell fails. You summon a solid spike out of the surface material to impale the target, which must make a Dexterity saving throw. On a failed saving throw, the target takes 3d 10 nonmagical piercing damage, or half damage on a success. If the target is flat against the surface, such as a prone target being spiked from the ground, the target is imperiled, giving it disadvantage on the saving throw and increasing the damage dealt from 3d10 to 3dl2 The spike crumbles to dust after the saving throw.


At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the damage increases by ldl0 or ld12 if the target is imperiled for each slot level above 2nd.

Cold Snap

3rd level Evocation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: S
  • Duration: 1 round or 10 minutes

With a snap of your fingers you banish heat from a target. There are two possible uses for the spell: targeting either one creature that you can see within range or targeting an area of liquid, such as water, acid, mud, snow, quicksand, or lava. If you target a creature, it must make a Constitution saving throw. On a failure, the target takes Sdl0 cold damage and until the end of your next turn, its speed is reduced to 0 feet and it has disadvantage on weapon attack rolls. It also gains one level of exhaustion unless it has resistance or immunity to the spell's damage. On a success, it only takes half damage and it doesn't suffer any other effects. If you target an area, your magic affects a portion of liquid that you can see within range and fits into a 30 foot cube. The affected liquid is frozen solid for 10 minutes, provided that there are no creatures in the area. Not all liquids lose their properties when frozen. For example, frozen lava may still be extremely hot to the touch, and frozen acid may still sting or even cause damage in extreme concentrations. Any levels of exhaustion caused by this spell are removed from a creature when it finishes a short or long rest in a warm environment.


At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by ldlO for each slot level above 3rd.

Petrify

3rd level Transmutation


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (petrified bone or amber worth at least 75gp)
  • Duration: Concentration, up to 1 minute

A beam of amber earthen energy lances from your finger toward one creature that you can see within range. Make a ranged spell attack against the target. On a hit, it takes Sdl0 necrotic damage, and it must make a Constitution saving throw if it has any limbs. On a failed saving throw, you choose one of its limbs to affect. That limb is turned to stone until the spell ends, and cannot be used to make attacks. The effect of losing a limb can be found in the following table, based on the chosen limb:

Limb    Effects of Petrification
Arm     The target can no longer hold 
        anything with the affected arm.
        If it only has one functional arm
        remaining, it can't hold anything
        with two hands, and it can hold
        only a single object at a time. If
        no arms remain, it can't hold 
        anything at all.
Leg     The target's speed on foot is 
        halved. If half or more of its
        legs are not functional and not
        replaced by prostheses, it must
        use a cane or crutch to move,
        it falls prone after using the
        Dash action, and it has 
        disadvantage on Dexterity
        checks made to balance. If no
        legs remain, it can't walk at
        all, and must crawl.
Wing    The target's flying speed is
        halved. If half or more of its
        wings aren't functional or
        replaced by prostheses, it
        cannot fly without the aid
        of magic.
Tail    The target's swimming and
        climbing speeds are halved,
        except those granted by magic,
        unless the limb is replaced
        by a prosthesis.
Fin     The target's swimming speed is
        halved unless it is granted by
        magic or the limb is replaced
        by a prosthesis.

For the duration, the target must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell two times, the spell ends. If it fails saves four times, it stops making saving throws for this spell The successes and failures don't need to be consecutive; keep track of both until the target collects enough of either kind If you maintain your concentration on this spell for the entire possible duration, the limb stays petrified until the effect is dispelled or removed Any effect that can end the petrified condition or restore a missing limb can also end this effect. If the affected limb is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. Undead, constructs, and creatures that cannot be petrified are entirely immune to this spell


At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by ldl0 for each slot level above 3rd

Quakewalk

3rd level Transmutation


  • Casting Time: 1 Action
  • Range: 15 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You begin stomping and grinding your feet, causing the ground around you to temporarily deform like rubber under your earthen magic. Each other creature within 15 feet of you must make a Dexterity saving throw. On a failed saving throw, a creature is knocked prone. Until the spell ends, the ground within 15 feet of you is difficult terrain for other creatures. In addition, you can use a bonus action on each of your turns after the first to stomp the ground, forcing all other creatures within the area to repeat the saving throw, falling prone on a failed save.

This spell can't affect creatures that aren't on the ground, and only functions while you are on the ground or in the ground and you aren't incapacitated

Terra Steed

3rd level Conjuration


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a pebble or small rock)
  • Duration: Concentration, up to 10 minutes

You conjure an earthen boulder, which you leap atop as part of casting the spelL and your magic causes it to float and fly. You gain a flying speed of 30 feet for the duration. While you fly in this way, the boulder remains beneath you and can provide half cover. If you fall while flying in this way, the spell ends immediately. In addition, if you fly at least 20 feet straight toward a target using this flying speed on your turn, you can use your bonus action to slam the target using the boulder. Make a melee spell attack against the target. On a hit, the target takes 2d6 nonmagical bludgeoning damage. When the spell ends, the boulder turns to dust and you fall if you are still aloft, unless you can stop the fall


At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the flying speed you gain increases by 30 feet for each slot level above 3rd.

Sand Cloak

3rd level Conjuration


  • Casting Time: 1 Action
  • Range: Self (15 feet)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create a swirling cloak of sand and dust extending 15 feet out from you that lasts for the duration. The area is lightly obscured difficult terrain for other creatures, and it moves with you as you move. You can use a bonus action to reduce or increase the radius of the area, up to a maximum of 15 feet. When a creature other than you enters the area for the first time on a turn or starts its turn there, it is buffeted by sand and dust, and it must succeed on a Constitution saving throw or be blinded until the start of its next turn.

Cyclone

4th level Transmutation


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round

A swirling coil of fierce wind rises around one creature that you can see within range. The target must make a Dexterity saving throw. On a failure, the target takes 5d8 bludgeoning damage, you can choose to push it up to 15 feet in any direction, and if the target is Huge or smaller, it is thrown 30 feet up into the air. It remains aloft until the end of your next turn, at which point it falls unless it can stop the fall While held aloft by this spell a creature is restrained if it cannot fly. On a successful saving throw, the target takes half damage and isn't pushed or launched into the air.

Wind Funnel

4th level Transmutation


  • Casting Time: 1 Action
  • Range: Self (60-foot cone)
  • Components: V, S, M (an empty bottle with stopper)
  • Duration: Instantaneous

You unleash a powerful torrent of swirling wind that pulls in a roaring cyclone toward you, creating a 60-foot cone blasting out from you that spreads around corners. Each other creature in the area must make a Strength saving throw. On a failed saving throw, a creature takes 3d8 thunder damage and 3d8 bludgeoning damage, and it is pulled 30 feet closer to you and knocked prone. On a successful saving throw, a creature takes half damage and isn't pulled or knocked prone. Unsecured objects that are completely within the area of effect are automatically pulled 30 feet closer to you by the spell's effect, but a cushion of air that swirls around you stops their movement before they enter your space or damage you.


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

Frost Armor

4th level Evocation


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (a small crystal and a metal armlet)
  • Duration: Concentration, up to 10 minutes

You point at one creature that you can see within range that is wearing armor. The target's armor becomes frosted and icy until the spell ends, protecting the target and granting it the following benefits while worn: • The target has resistance to cold damage. • The target has a +2 bonus to AC. • When the target is hit with a melee attack by an attacker within 5 feet of it, if the attacker doesn't have resistance or immunity to cold damage, its speed is reduced by 15 feet and it has disadvantage on weapon attack rolls until the end of its next tum.

Boulder Shot

4th level Transmutation


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You summon a boulder from an unoccupied space adjacent to a surface within range that you can see, like a floor, walL or ceiling. The surface doesn't have to be made of a single contiguous materiaL but it must mostly be made of earth, sand, stone, metaL crystal or another suitable earthen or stone-like materiaL and it must be at least 1 foot deep, or else the spell fails. When the boulder appears, you use magic to hurl it at one creature or object within 120 feet of the boulder that you can see. Make a spell attack against the target. On a hit, the target takes 6d10 nonmagical bludgeoning damage and must make a Strength saving throw, falling prone and being pushed 15 feet on a failed save. On a miss, the target takes half damage and is not knocked prone or pushed The spell attack you make with this spell determines cover and line of effect (including the direction to push) as if it was made from the location where the boulder was summoned rather than your location, and it ignores disadvantage caused by a target being prone. This spell deals double damage to objects and structures.


At Higher Levels When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by ldl0 for each slot level above 4th.

Sonic Boom

5th level Evocation


  • Casting Time: 1 Action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous

A bead of thunderous force rockets from your fingertips toward a point you can see within range, where it ex- plodes into a wave of sound that expands to a 20-foot radius sphere centered on that point. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes Sdl0 thunder damage, is deafened until the end of your next turn, is knocked prone, and is pushed 20 feet away from the center of the area. On a successful save, a creature takes half damage and is not knocked prone, pushed, or deafened Unsecured objects that are completely within the area of effect are automatically pushed 20 feet away from the center of the area by the spell's effect.

Blazing Thunderbolt Strike

5th level Evocation


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell's duration, a bolt of flaming lightning streaks down from above and strikes the target at the same moment. The attack deals an extra 2d8 lightning damage and 3d6 fire damage to the target, and the target must make a Constitution saving throw. It has disadvantage on the saving throw if it is wearing armor made of metal On a failed saving throw, the target is knocked prone, can't take reactions until the start of your next turn, and is lit ablaze. Until a creature takes an action to douse the fire, it takes ldl0 fire damage at the start of each of its turns. This fire continues even after the spell ends. If you are outdoors in stormy conditions when you hit with the attack, the lightning damage increases by ld8. If the target is already ablaze when you hit with the attack, the fire damage increases by 2d6.


At Higher Levels When you cast this spell using a spell slot of 6th level or higher, the lightning damage dealt increases by ld8 (or 2d8 in stormy conditions) and the fire damage dealt increases by ld6 (or 2d6 if the target is already ablaze) for each slot level above 5th.

Fingers of Lightning

5th level Evocation


  • Casting Time: 1 Action
  • Range: Self ( 100-foot line)
  • Components: V, S, M (a bit of fur; a piece of amber, glass or a crystal rod; and four copper pins)
  • Duration: Instantaneous

Your hands arc with electricity as you create 4 lines, each 100 feet long and 5 feet wide, emanating from you in directions of your choice. Each line has its own direction and lines can overlap, but they must all fit within a 180 degree angle from you. Each creature within the spell's area must make a Dexterity saving throw. On a failed save, a creature takes 7d6 lightning damage plus ld6 lightning damage for each line area that they are within. On a successful save, a creature takes half as much damage. The lightning ignites flammable objects in the area that aren't being worn or carried


At Higher Levels When you cast this spell using a spell slot of 6th level or higher, you create an additional line of lightning for each slot level above 5th.

Water to Acid

5th level Transmutation


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S, M (a vial of acid and a lump of coal)
  • Duration: Concentration, up to 10 minutes

Choose a point you can see within range inside a body of water. The portions of that body of water that fit inside a SO-foot cube centered on that point become highly acidic until the spell ends. Any creature that ends its turn within the area takes 7d4 acid damage and must make a Constitution saving throw. On a failed saving throw, a creature is blinded until the end of its next turn. Objects in the area that aren't being worn or carried also take damage at the end of each of your turns. While the spell lasts, your magic keeps the acid in the area from mingling with the surrounding water. When the spell ends, the acid returns to its original form as water. This does not alter the composition of the water.

Molten Upheaval

5th level Transmutation


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S, M (a chunk of brimstone)
  • Duration: Concentration, up to 1 minute

Molten geysers erupt out from the earth in a 40 foot cube centered on a point on the ground that you can see within range. The area extends into the ground and spreads around corners. Each creature in the area must make a Dexterity saving throw, taking 6d6 fire damage on a failed save or half as much damage on a success. Cracks and fissures filled with molten lava open up in the area and churn the remaining solid earth, making the ground in the area difficult terrain until the spell ends. Any creature that enters the spell's area for the first time on a turn or ends its turn there must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much on a success. A creature has disadvantage on the saving throw if it is burrowing or prone, but creatures that aren't touching the ground automatically succeed on the saving throw. This spell ignites flammable objects in the area that aren't being worn or carried When the spell ends, the ground in the area cools, solidifying into difficult terrain until cleared Each 5-foot-square portion of ground in the area requires at least 10 minutes to clear using mason's tools or a miner's pick.


At Higher Levels When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by ld6 for each slot level above 5th.

Molten Upheaval

5th level Evocation


  • Casting Time: 1 Action
  • Range: self
  • Components: V, S, M (a matchstick or a piece of flint)
  • Duration: Concentration, up to 1 minute

Flames erupt from your back and swirl in a cyclone around your legs to propel you rapidly forward When the spell is cast and at the start of each of your turns until the spell ends, you gain 60 extra feet of movement for that turn only. In addition, you gain the following benefits for the duration:

• Your jumping distance is tripled

• You do not provoke opportunity attacks by moving.

• You can move through other creatures' spaces, and you can move along vertical surfaces and across liquids without falling, but only on your turns. When you move into a creature's space for the first time on one of your turns, that creature must make a Strength saving throw. On a failure, it takes 6d6 fire damage and is knocked prone. On a success, it takes half damage and isn't knocked prone. If you end your tum in an occupied space, you fall prone in the nearest unoccupied space.

• When you move across the ground on your tum, you leave an area of flames in your wake that lasts until the end of your next tum. The path of fire is as wide as your space and reaches 5 feet high. When another creature ends its turn within the flames, it takes 4d6 fire damage.


At Higher Levels When you cast this spell using a spell slot of 7th level or higher, the damage dealt on your turns increases by ld6 for each slot level above 6th.

Seismic Jaws

6th level Transmutation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a petrified jawbone)
  • Duration: Instantaneous

You churn the earth, causing massive slabs of stone to crash out of the ground and slam together in a 20-foot cube centered on a point on the ground that you can see within range. The area extends into the ground Each creature in the area must make a Constitution saving throw. Flying creatures and Gargantuan creatures have advantage on the saving throw, and burrowing creatures have disadvantage on it. On a failed saving throw, a creature takes Sdl0 non-magical bludgeoning damage, is stunned until the start of your next tum, and is knocked prone. On a successful saving throw, a creature takes half as much damage and suffers no other effects. Additionally, ground within the 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 dealt increases by ldl0 for each slot level above 6th.

Storm Spear

7th level Evocation


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You form lightning into a crackling spear of energy, which you use to either make one melee spell attack against a target within 5 feet of you or one ranged spell attack against a target that you can see within range. Then the spear vanishes. On a hit, the target takes 6d8 + 20 lightning damage, and if it isn't immune to the damage, it must make a Constitution saving throw. On a failure, it falls prone and becomes paralyzed and stunned for the duration. It repeats the saving throw at the end of each of its turns, ending the effect on a success. On a miss, the target takes half as much damage and suffers no other effects from the spell


At Higher Levels When you cast this spell using a spell slot of 8th level or higher, the damage dealt increases by 2d8 for each slot level above 7th.

Globe of Winter

7th level Evocation


  • Casting Time: 1 Action
  • Range: self (30 feet)
  • Components: V, S, M (a glass sphere at least 4 inches in diameter containing any white powder)
  • Duration: Instantaneous

A miniature blizzard briefly rages in a 30-foot radius sphere centered on you, pelting the area with ice and cold The blizzard spreads around corners. Each other creature in the area must make a Constitution saving throw. On a failed saving throw, a creature takes 1 ld8 cold damage, is restrained until the end of its next turn, and has its speed reduced to O feet. On a successful saving throw, a creature takes half damage and only has its speed reduced by 20 feet. A creature with reduced speed because of this spell recovers up to 10 feet of its speed at the end of each of its turns, but not when it is also restrained by this spell In addition, the spell freezes ground in the area into difficult terrain for 10 minutes. Frozen ground thaws instantly where there is fire or intense heat.


At Higher Levels When you cast this spell using a spell slot of 8th level or higher, the cold damage dealt increases by 2d8 for each slot level above 7th.

Sandstorm

7th level Conjuration


  • Casting Time: 1 Action
  • Range: 500 feet
  • Components: V, S, M (a bit of sand and a mummified scorpion tail)
  • Duration: Concentration, up to 1 hour

You call a swirling column of sand down to fill a 150-foot-radius, 100-foot-high cylinder that spreads around comers centered on a point you can see within range. For the duration, the area is difficult terrain and heavily obscured Creatures in the area are deafened, and any ranged weapon attacks that pass in or out of the area are made with disadvantage. The sand disperses any vapor, gas, and fog that can be dispersed by strong wind, and it extinguishes unprotected flames if they're Large- sized or smaller. If you're within range of the cylinder, you can move it up to 60 feet as a bonus action on your tum.


At Higher Levels If you cast this spell using a spell slot of 8th levei the range is 1 mile. If you use a spell slot of 9th levei the range is Sight.

Windcage

8th level Transmutation


  • Casting Time: 1 Action
  • Range: 500 feet
  • Components: V, S, M (a bit of sand and a mummified scorpion tail)
  • Duration: Concentration, up to 1 hour

You point at a creature you can see within range, and a powerful gust of wind blows in and carries it away. You push the creature up to 60 feet in any direction, including off the ground and into the air. Until the spell ends, the creature is restrained by the swirling wind While restrained in this way, the target does not fall, it takes 4d10 bludgeoning damage at the end of each of its turns, and you can use a bonus action on each of your turns after the first to push the target up to 60 feet in any direction, including through the air. The target can use its action to attempt to escape. It makes a Strength or Dexterity check (its choice) against your spell save DC, with advantage if it has a flying speed On a success, it frees itself. Once a creature is no longer restrained by the spell, it falls if it is still aloft, unless it can stop the fall.

Fist of Flame

8th level Evocation


  • Casting Time: 1 Action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous

You launch a blast of flame and kinetic force at one target you can see within range. Make a ranged spell attack against it. On a hit, the target takes 4d8 + 20 fire damage and 4d8 + 20 bludgeoning damage. It must also succeed on a Constitution saving throw or become stunned until the start of your next turn, and if you choose so, it must succeed on a Strength saving throw or be pushed 50 feet away from you and knocked prone. On a miss, the target takes half damage and it isn't stunned, pushed, or knocked prone. If the target is an object, it automatically fails any saving throws for this spell This spell ignites flammable objects that aren't being worn or carried.


At Higher Levels When you cast this spell using a spell slot of 9th level the fire and bludgeoning damage dealt both increase by 2d8.

Flaring Weapon

8th level Evocation


  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch a weapon and cause it to erupt with blazing hot fire when it is drawn. For the duration, the weapon emits bright light for 20 feet and dim light for another 20 feet while it is being held, it is magical if it was not already, and attacks made with the weapon deal bonus fire damage on a hit equal to 3d8 + your Spellcasting modifier. When the weapon is used to score a critical hit or hit with an opportunity attack, if the attack's target is flammable or is a creature, it is lit ablaze. It instantly takes ldl0 fire damage, and until a creature takes an action to douse the fire, it takes ldlO fire damage again at the start of each of its turns.

Encasing Ice

8th level Conjuration


  • Casting Time: 1 Action
  • Range: 150 feet
  • Components: V, S, M (a bit of water)
  • Duration: Concentration, up to 1 hour

You conjure a block of ice at a location within range. The ice consists of up to three 15-foot-cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. The ice is a magical object with 20d6 + 100 hit points and 16 AC. It grants cover and occupies space. It has immunity to cold damage, vulnerability to bludgeoning, fire, and thunder damage, and resistance to bludgeoning, piercing, and slashing damage dealt by nonmagical weapons. The ice lasts until it reaches O hit points or the spell ends. Each creature in the ice when it appears can make a Dexterity saving throw. On a success, it uses its reaction to move up to half its speed so that it is no longer within the block of ice. Otherwise, it is trapped in the ice. The ice is translucent, so things can be seen through it, and the inside is lightly obscured When you cast the spell, you choose whether the ice is hollow or not. Hollow. Each creature trapped in the ice block is pushed entirely inside the ice if it wasn't already. The inside is cool and lightly obscured by mist, and the walls of the ice are 1 foot thick. Not Hollow. Each creature trapped in the ice block is restrained until the spell ends or it escapes. A trapped creature must make a Constitution saving throw at the start of each of its turns, taking 6d 10 cold damage on a failed save, or half as much damage on a success. Any creature whose space is entirely within the ice is also paralyzed and can't breathe while restrained by it. A creature restrained by the ice can use its action to attempt to escape by breaking free of the ice, even if it is paralyzed by the ice. It makes a Strength check against your spell save DC, with disadvantage if it's paralyzed by the ice. On a success, it frees itself and breaks the ice in its space. When the ice surrounding a creature is broken in this way, it is freed even if it didn't attempt to escape. Every 5-foot cube portion of ice that is broken reduces the block's hit points by 15.

Wall of Lava

8th level Conjuration


  • Casting Time: 1 Action
  • Range: 150 feet
  • Components: V, S, M (a small piece of obsidian)
  • Duration: Concentration, up to 10 minutes

You create a wall of lava on a solid surface within range. You can make the wall up to 100 feet long and 30 feet high, or a ringed wall up to 50 feet in diameter and 30 feet high. The wall is 3 feet thick. It is opaque, sheds dim light for 30 feet, and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed saving throw, a creature takes 8d8 fire damage and is restrained by the wall On a success, it takes half damage and it is pushed out of the wall's space. Any creature that ends its turn within 5 feet of the wall takes 4d8 fire damage. Creatures can enter and move through the wall but they must spend 6 feet of movement for every 1 foot moved through it. A creature that enters the wall's space for the first time on a turn or ends its turn there takes 8d8 fire damage and must succeed on a Strength saving throw or be restrained by the wall A restrained creature can use its action to make a Strength check against your spell save DC. On a success, it frees itself. This spell ignites flammable objects in the area that aren't being worn or carried Obsidian. Spells that deal more than 20 cold damage and pass through the wall cause the wall to freeze into solid obsidian glass where the spell passed through it (at least a 5-foot square section is frozen~ Each 5-foot-square obsidian section has AC 12 and 30 hit points and is vulnerable to thunder damage. Reducing an obsidian section to 0 hit points destroys it. When a section is destroyed, the wall's lava doesn't fill it. If you maintain your concentration on this spell for its entire duration, the wall hardens permanently into obsidian glass instead of vanishing, and it can't be dispelled Without the spell's magic to maintain them, the destruction of the panels might now cause other connected panels to collapse at the DM's discretion.

Wind Wake

9th level Transmutation


  • Casting Time: 1 Action
  • Range: self (200-foot cube)
  • Components: V, S, M (a conductor's baton)
  • Duration: Concentration, up to 1 hour

You point in a direction and wake the four winds to your aid Until the spell ends, a hurricane-force wind blows inside a 200-foot cube centered on you that follows you. The wind blows from one end of the cube to the other in the chosen direction, but it doesn't affect you. The wind disperses gas or vapor and extinguishes all flames within the area. Any ranged weapon attacks that pass into or through the area automatically miss, and creatures have advantage on any saving throws made against breath effects that blow against the direction of the wind At the end of each of your turns while the spell lasts, any unsecured objects that are completely within the area of effect are automatically pushed 60 feet away from you by the wind Other creatures within the area are deafened, and must spend 5 feet of movement for every 1 foot moved against the direction of the wind In addition, other creatures can't fly within the area. If one is flying when it enters the area, it falls if it can't hover. Each other creature that enters the area for the first time on a turn or starts its turn in the area must make a Strength saving throw. On a failed save, a creature is pushed 60 feet in the direction of the wind, or pushed only 15 feet on a success. A creature can choose to fail this save automatically. As a bonus action on each of your turns before the spell ends, you can change the direction of the cube and the wind.

Combustion

9th level Transmutation


  • Casting Time: 1 Action
  • Range: self (90 feet)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You become a locus for the primal force of combustion itself. Until the spell ends, the following effects occur within 90 feet of you and are not blocked by total cover: • Objects in the area have vulnerability to fire damage. • Flammable objects in the area that aren't being worn or carried are automatically on fire. • Fire in the area cannot be doused, extinguished, or smothered and doesn't require air. • Each creature that enters the area or starts its turn in it is lit ablaze. A burning creature takes ldl0 fire damage at the start of each of its turns until someone takes an action to douse the fire. • Metal objects in the area are heated A creature in physical contact with a heated object takes 2d8 fire damage at the end of each of your turns, and it has disadvantage on attack rolls and ability checks while holding or wearing a heated object unless it is immune to fire damage. • When another effect in the area rolls a 1 or a 2 on a damage die for fire damage, the die is rerolled and must use the new roll even if the new roll is a 1 or 2 When you cast the spell, you can choose any number of creatures and objects to be completely unaffected by the spell.

Plasma Coil

9th level Evocation


  • Casting Time: 1 Bonus Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You evoke a whip-like cord of writhing plasma in your free hand The whip sheds bright light in a 10-foot radius and dim light for an additional 10 feet and lasts for the duration. If you let go of the whip, it disappears, but you can evoke the whip again as a bonus action. You can use your action to lash out with the whip, which stretches and weaves between foes. Up to five targets of your choice that you can see within range must make a Dexterity saving throw. A target takes 5d8 lightning damage and 5d8 force damage on a failed save, or half as much on a success. Objects automa- tically fail the saving throw. Damage from this spell ignores resistance, and it ignores immunity to lightning damage when dealing damage to objects.

Deep Freeze

9th level Evocation


  • Casting Time: 1 Bonus Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You freeze the liquid inside one creature that you can see within range. The target is paralyzed until the spell ends, and it must make a Constitution saving throw. On a failed save, the target takes 7 d 10 + 30 cold damage, or half as much damage on a success. Water elementals make this saving throw with disadvantage and are never immune to this paralysis. The target makes another Constitution saving throw at the end of each of its turns, ending the spell on a success. This spell has no effect on creatures that are immune to cold damage, constructs, or undead A creature killed by this spell is transformed completely into ice.

Grand Flood

9th level Conjuration


  • Casting Time: 1 Action
  • Range: 1 mile
  • Components: V, S, M (a carved rainstick)
  • Duration: 1 hour

You beckon the heavens to flood the land around you. Water rises from the lowest ground point within range. As the water rises and covers more ground, it begins to rise from any ground in the area that is lower than the water leveL covering lower ground before higher ground The water rises 20 feet each round until the spell has conjured an amount of water equal to 20 feet of rainfall averaged across the area, and then stops rising. While the water rises, it does not spill or flow like normal and stays within the spells area. Once the water has stopped rising, it flows with gravity and spills onto the terrain outside the area as appropriate. When the spell ends, the water stops rising and starts to vanish, disappearing over 5 minutes. Living things do not receive nourishment from the water because it will quickly disappear from their bodies. The spell fails if the caster is indoors or underground when it is cast, and any ground that is indoors or under- ground is excluded from the spells area.

Ordainment of Mist

9th level Transmutation


  • Casting Time: 1 Action
  • Range: self
  • Components: V, S, M (a sapphire or aquamarine worth at least S00gp)
  • Duration: Concentration, up to 10 minutes

Your body transforms entirely into magical icy mist for the duration, granting you the following benefits: • You are immune to cold damage and you have resistance to all damage except fire damage. • You ignore the effects of disease, exhaustion, and poisons. Any poisons or diseases already in your system are suspended, not neutralized • You cannot be grappled or restrained • You can use a bonus action on each of your turns to release a breath of icy mist in a 30-foot cone which spreads around comers and extinguishes nonmagical flames, lasting until the start of your next tum. The area is heavily obscured and difficult terrain. Each creature standing on ground in the area when it appears, that moves or is moved onto ground in the area, or that ends its turn there must succeed on a Dexterity saving throw or fall prone. • When another spell you cast deals cold damage, it ignores resistance to cold damage, and it deals extra cold damage equal to 10 + twice the spells level A spell can't deal this extra damage to any creature more than once per tum.

Earthwhelm

9th level Transmutation


  • Casting Time: 1 Action
  • Range: 1 mile
  • Components: V, S, M (a vial of quicksand)
  • Duration: Concentration, up to 10 minutes

You use primal magic to confuse the elements in a 150-foot cube centered on a point that you can see within range. Ground in the area becomes fluid without losing its shape. This effect extends through total cover, below the ground's surface. Each creature and object on the ground in the area sinks partially into the ground, as if the ground were a liquid Ground in the area must be traversed as if it were a water-like liquid - walking or burrowing normally is impossible. The ground is heavily obscured and difficult terrain. A creature that is entirely submerged in it must hold its breath or suffocate, and any creature that ends its turn while touching it must make a Strength saving throw. On a failed saving throw, a creature is pulled 20 feet downward, below the ground's surface. Each structure touching the ground in the area sinks 5 feet into the ground at the start of each of your turns for the duration. The ground flows around corners and into open structures, affecting the creatures inside, but it can't flow through total cover. When the spell ends, either because your concentration is broken or because you decide to end it, ground in the area returns to its normal state. Each creature that is entirely immersed in ground becomes trapped Until it is excavated or it manages some way out on its own, it is buried (See Appendix A, page 225). This spell only affects ground composed primarily of some form of earth, such as dirt, sand, clay, crystal ash, metal etc. It does not affect other materials like bone, wood, ice, etc.

Megalith

9th level Conjuration


  • Casting Time: 1 Action
  • Range: 300 feet
  • Components: V, S, M (a stone with no moss)
  • Duration: Concentration, up to 10 minutes

You conjure a massive stone orb with a diameter of 20 feet at a point that you can see within range. It crashes into the ground then rolls up to 100 feet in a straight line to an unoccupied space. The orb grants cover and blocks vision. It is an object with 17 AC and 150 hit points, it has vulnerability to thunder damage, and the spell ends if it is destroyed Each creature in the orb's space when it appears or in its path when it rolls must succeed on a Dexterity saving throw or take 10dl2 bludgeoning damage and be knocked prone. For the duration, you can use an action on your turn if you are within range of the orb to push it with magic, causing it to roll up to 100 feet in a straight line to an unoccupied space again. The orb deals double damage to objects, but it can't roll through an object unless it deals enough damage to destroy the object. If the orb finishes its movement on an incline, it may roll downhill at the end of that turn (at the DM's discretion} rolling each turn until you use an action to roll it again or it reaches level ground When the spell ends, the orb vanishes.

Ordainment of Metal

9th level Transmutation


  • Casting Time: 1 Action
  • Range: self
  • Components: V, S, M (a small piece of adamantine worth at least S00gp)
  • Duration: Concentration, up to 10 minutes

Your body transforms entirely into magical resonant metal for the duration. Choose one damage type out of bludgeoning, piercing, slashing, or thunder. You gain the following benefits while transformed: • You are immune to thunder damage and you have resistance to all damage except lightning damage. • You ignore the effects of disease, exhaustion, and poisons. Any poisons or diseases already in your system are suspended, not neutralized • You gain a +2 bonus to AC, and your AC can't be less than 18, regardless of what armor you are wearing. • You are five times as loud, and any creature that sees you can hear you as if you were only 10 feet away. • You are immune to the silence and howling void spells, and to the effects of being in an environment with high or low pressure. You cannot be prevented from speaking or providing verbal components. • When a spell you cast deals damage of the chosen type, it ignores resistance to that damage type, and it deals extra damage of that type equal to 10 + twice the spells level A spell can't deal this extra damage to any creature more than once per turn.

 

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