You extend the length of your limbs, increasing the reach on melee attacks, touch spells, and object interactions by 5 feet. You can join them here on Patreon. On a failure, they are lifted 20 feet into the air in the branches of the tree. Each creature in a 15-foot cone must make a Strength saving throw. Guard: The sword will move up 20 feet toward a creature. You become a burst of elemental flames. You create a line of low brambles that erupts from a point you can see within range. The natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. The energy is harmless to the creature, but escapes in dangerous bursts to other nearby creatures. Creatures in the area must make a Strength saving throw, or take 6d6 bludgeoning damage and be pushed to an open space at the end of the line away from you. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. The targets must be within 30 feet of each other when you target them. The spirit will follow you and cannot stray more than 5 feet from you. The spell immediately ends after the result is changed in this more drastic way. On a hit, the target takes 3d12 poison damage and must succeed a Constitution saving throw or become poisoned until the start of your next turn. The creature is buried in 10 feet of rubble, and creatures without a burrowing speed require 30 feet of movement to extract themselves from the loose rubble to return to where they failed the saving throw. At Higher Levels. Cover Image that Kibbles' definitely did not recycle from Psion - Art by. While this should not be taken literally, it is also an indication that this is a quickly constructed world. As a bonus action, you can move the tornado up to 30 feet in any direction. It lasts for the duration. If you miss your melee attack roll, you can concentrate (as if concentrating on a spell) to maintain the attack for another attempt until the end of your next turn. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. When you use a spell slot of 5th level or higher, the duration becomes 24 hours. Until the duration of the spell ends, they can replace one of their d20 rolls with the value rolled. Consult with your GM about the potential cosmological and moral side effects of using spells fueled by infernal energy of damnation. You must expend the die after the roll is made, but before you know the outcome of the roll. On a hit, the target takes 4d12 poison damage and must succeed on a Constitution saving throw or becoming poisoned for 1 minute. As an action, you can touch a rope 10 to 60 feet long and issue a single command to it, selecting from the following options: At Higher Levels. Additional spikes can target the same or different creatures. You can hurl them at one target or several. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). When you cast this spell using a spell slot of 5th level, the shot deals an additional 1d8 damage and the target is knocked backwards an additional 10 feet. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d4 for each slot level above 1st. Hit: 1d4 + 3 + the spell's level slashing damage. On a hit, a target takes 6d10 damage of the weapon's damage type. You cast your sense into the wind. At Higher Levels. You condense wind into a razor sharp blast that shreds a 30-foot-long 5-foot-wide line. No terms may be added to or subtracted from this License except as described by the License itself. It is pulled into the earth, taking 1d8 bludgeoning damage and reducing its movement speed to zero until a creature spends an action to dig it free. The duplicate has all of your stats, abilities, and equipment (including magic items). That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. One creature of the archon's choice within 60 feet must succeed on a Constitution saving throw (DC equal to your spell save) or take 1d6 + 2 + the spell's level thunder damage. It manifests in an unoccupied space that you can see within range. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. The following are new magic spells. You can import them to your VTT of choice, you can include them in your supplements or character options or whatever you want to use them for. Rip the doll in half, ending the spell, destroying the doll, and dealing 4d12 necrotic damage to the creature. On a fail save, a creature takes 4d8 cold damage and is restrained by ice until the start of your next turn. While in this inner world, if you fail saving throw, you choose to succeed instead. Each time it adds the additional 1d4, it takes 1 psychic damage as it pushes beyond its natural limitations. A creature that fails its save against this effect has its speed halved until the start of your next turn. The first time you attack with the empowered item, it transforms into a bolt of lightning, and when fired blasts out from you in a line 100 feet long and 5 feet wide. On a failure, the target loses 5d8 hit points due to lack of air, has disadvantage on all ability checks, and cannot speak. Each creature in a line takes 8d4 force damage. On success, the target is moved 5 feet in a direction of your choice. The target takes only the 4d8 cold damage on a successful save. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. Sometimes they are reduced to zero by something like falling damage that has no save or attack. When you cast this spell using a spell slot of 5th level or higher, the number of times you can move at the end of another creature's turn increases by 1, equaling the level of the spell slot used. On a successful save, the spell ends. On a hit, the creature takes 6d8 additional damage. The target or a creature within 5 feet of it can end this damage by using its action to clear away the acid. While entangled by brambles, it can't move, but it can free itself as as an action (taking no additional damage) or rip itself free using half of its movement and taking an additional 2d4 piecing damage. On a success, they move 5 feet to an occupied space of their choice (if there is no space they can move, they automatically fail). Spells will typically consist of using a single element most related to the goal of the spell. You can make the illusory effect an explosion of ice, lightning, or pure force energy. With either use, the spell immediately ends upon rolling the extra d20. On a failure, they take 3d8 thunder damage and become stunned for the duration by the intense sound. For the duration, any flammable object you attempt to hold catches fire. You flourish the weapon used in the casting and then whirl it around, igniting it in whirling conflagration. Illusionary Fireball added to the Warlock spell list. Dnd Stats. Make a melee spell attack against a creature or object within range. At Higher Levels. On failure, fall back to the floor of the pit and their movement speed becomes zero until the start of their next turn. Generally features Dexterity saving throws. You become immune to other transmutation spells or magical effects that would alter your form. You prick a target with a tiny magical fang of venom. At Higher Levels. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. You manipulate the nature of your body with magic temporarily giving it new properties. On failure, they fall prone. When you cast this spell using a spell slot of 3rd level or higher, the spell deals an additional 1d8 psychic damage. You summon a surging mass of water into existence at a point on the ground within range. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. PDF. Any creature within the area must make a Strength saving throw. At Higher Levels. You conjure a ball of water before hurling it at a target. With all three stones orbiting, you have three quarters cover. On a hit, the target takes 2d8 bludgeoning damage and if it is Large or smaller is knocked 10 feet away from you. 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. On failure, they take 4d4 piercing damage and, if the target is Large or smaller, it becomes entangled by brambles. Creatures without CR (Such as players) are immune to this spell. Any creature that starts their turn in this beam must make a Dexterity saving throw. You gain resistance to lightning damage and bludgeoning, piercing, and slashing damage from nonmagical attacks. When you cast this spell using a spell slot of 4th or higher, you can select one additional property from the list of options, with one additional property per spell level above 3rd. Crashing Wave increased to a 20 foot cone, to make it more comparable in effective area to Thunderwave's 15 foot cube, with a better defined pro and con (rather than all con). Book of Spells. Until the spell ends, you gain the following benefits: You freeze over, taking on a form of elemental ice. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked 10 feet away from you. You blast a target with a glob of acid. The first time you attack with the empowered item, it bursts into brilliant flames. This work is unofficial Fan Content permitted under the Fan Content Policy. At Higher Levels. At the end of each of its turns, the target can make another Constitution saving throw. The target sees an ambush or surprise, the first time they would be surprised they are not, or the first time an attack would made against them with advantage, it is instead made with disadvantage. You call forth a magical plant. If you cast this spell on the same building every day for a year, the spell lasts until dispelled, or you cast it on another building. Rules. As part of casting the spell when the creature fails the save, and on subsequent turns using your action until the spell ends, you can perform one of the following actions: Each time after the first you use an action to manipulate the doll, after the effect takes place, the creature can repeat the Charisma with disadvantage, ending the effect on a successful save. On a hit, the target takes 2d8 bludgeoning damage and if it is Large or smaller is knocked 10 feet away from you. Make a melee spell attack against the target. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. When you cast this spell using a spell slot of 8th or 9th level, you can create a third spike. Make a ranged spell attack roll against the target. They gain 10 temporary hit points and are immune to the. Each creature in the cone must make a Strength saving throw. Each creature in the cone must make a Constitution saving throw. The first time the wave enters any creature's space during a your turn, they must make a Strength saving throw or take 1d6 bludgeoning damage and be knocked prone. You have proficiency with this weapon. When a ranged attack roll is made with that weapon, the attack roll can add your spell casting modifier to the value on the dice. You gather sonic energy and can expel as a shockwave in a 15 foot cone. Kibbles' Generic Elemental Spells - All the spells WotC forgot to put in the game after they finished making fire spells. You release an arc of lighting at a creature within range. Fire is inextricably linked to passion, sex, and sensuality. For the duration, as an action, you can force the creation to make a saving throw against the ability again. At the end of each of its turns, the target takes 1d8 cold damage and can make another Strength saving throw. On a failure, the target loses 5d8 hit points due to lack of air, has disadvantage on all ability checks, and cannot speak. On a successful save, the creature takes half as much damage and is not knocked back. Their space becomes difficult terrain either way. You become a burst of elemental wind until the start of the next turn. A creature takes 3d8 slashing damage on a failed save or half as much on a success. If the orb does not reach the target before the spell ends, it fades away without dealing damage. Once an attack has been made with the piece of ammunition or weapon, the spell ends. When the magic trap detonates, each creature in a 20-foot-radius sphere centered on the item must make a Dexterity saving throw. The target takes 4d8 piercing damage and 4d8 cold damage on a failed save. On failure, they take 2d6 bludgeoning damage are dragged back to the closest available spot to the center of the singularity. If you do not use your action maintain or redirect it, the spell ends early. From the fall and crush, creatures that fail the saving throw take 6d10 bludgeoning damage. The bramble patches are difficult terrain and a creature that enters a square of brambles takes 4d4 piecing damage and must make a Constitution saving throw. 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. If its CR (or character level if it has no CR) is higher than the body of the creature it is in, it has advantage on the save. The first time they take damage from another source before the start of your next turn, they take an additional 1d6 necrotic damage. The ground within 5 feet of them becomes difficult terrain. On failure it takes 3d8 psychic damage and you gain temporary hit points equal to half the amount of psychic damage dealt and regain one expended psi point. Spell Essentials For Elements - Elemental Magic, Power of Elements, Elemental Spirits $6.25 6 75% off Feather Flame Spell for Power Of Over 200 Elements Spells $6.25 6 75% off Spell For Elemental Love, Hope, Compassion, Third Eye $198.75 198 75% off Spell For Elemental Gateway to Pull Through The Elemental Forces Of The Universe $6.25 6 75% off If obeys your verbal commands (no action required by you). Each creature in a 15-foot cone takes 6d6 force damage. . The shadow has hit points equal to half the target's hit points, and looks like mirrored version of the creature it was summoned from formed from inky black smoke. Each time the creature interacts with, attacks, or is attacked by a swapped targets, it can repeat its saving throw against the effect. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 6d4 acid damage, and become covered in acid. You can use your action to create a 20-foot cone of freezing wind extending from your outstretched hand in a direction you choose. As a reaction to the shadow starting it's turn, the caster can exert control over it and cause it to move and take its action as the caster directs. Spelltrap absorbs the first spell you have to save against that qualifies it for the criteria. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). A creature can clear the acid with an action. (h) "You" or "Your" means the licensee in terms of this agreement. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d12 and the range increases to 120 feet. At Higher Levels. This damage roll does not add any modifiers or bonus associated to weapon attacks. You regain hit points equal to one quarter (rounded down) of the necrotic damage taken by all targets effected by the spell. If a soul was in a dying creature that returns to a living body, that creature takes 5d10 necrotic damage. Make a ranged spell attack roll. The plants have AC 14 and 30 hit points, and have vulnerability to fire and slashing damage. You can hurl them at one target or several. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. The radius moves with you. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive License with the exact terms of this License to Use, the Open Game Content. Pseudopod. If the monstrosity is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. A creature in the area of more than one slash is affected only once. You exhale a cloud of poison that magically expands to fill a 30 foot cone. 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. A withered creature gains vulnerability to fire damage if they are not resistant to fire damage, or loses their resistance to fire if they are resistant to fire. You unleash a beam of pure energy, selecting cold, fire, force, or lightning energy when you cast this spell and blasting it outward in a line that is 60 feet long and 10 feet wide that persists until the start of your next turn. Brambles burst from your hand, lashing out at a target within range. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 3d12. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. You lift three inanimate Small or Medium sized rocks or similar objects from within 10 feet of you, causing them to defy gravity and slowly circle you. With permission from the author, I am posting my conversion of Kibbles Generic Elemental Spells. At Higher Levels. At Higher Levels. At higher levels: When you cast this spell using a spell lot of 2nd level or higher, the damage increases by 1d8 for each level above 1st. It manifests in an unoccupied space that you can see within range. Creatures that start their turn in the pit take 4d6 fire damage and 4d6 necrotic damage. On a failed save, a creature takes 3d8 cold damage and becomes stuck in the ice, reducing their movement speed by 10 feet until the start of your next turn. You can treat any check you make in the skill as if you have proficiency with it so long as the spirit can communicate with you. If a creature is in the area of effect of more than one thunderburst mine during a turn, they take half damage from any mines beyond the first. If a creature dies while while its soul is swapped, the souls return to their original bodies. You create four lances of rapidly spinning condensed wind and hurl them at targets within range. On a successful save, the target takes half as much damage and isn't restrained. You can use your action to call spikes of stone to raise from the ground. On a successful save, they take half as much damage and are not knocked prone. A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. You can move through and occupy the space of other creatures, and you ignore difficult terrain. A creature automatically succeed on its saving throw if it is more than 60 feet from you. Targeting a point you can see, you cause a cyclone made of whipping flames with a radius of 5 feet and height of 30 feet to form. The first time you attack with the empowered item, it unleashes a blasting galeforce, greatly empowering the shot. If they cannot move 5 feet out of the radius of the spell (such as having no path or insufficient movement speed), they automatically fail the saving throw. At Higher Levels. At Higher Levels. On failure, they take 4d10 bludgeoning damage and 4d6 fire damage. If a target fails their saving throw against this spell 3 times in a row, they become incapacitated until they succeed on a save or the spell ends. (I'm also not a huge fan of the current Sorcerer, see my Alternate Sorcerer for proof) IMO there are three "tiers" of damage types in 5e: Tier 1: force, necrotic, radiant A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. You ignite a brilliant flame around your hand that sears anything you touch. All sublicenses shall survive the termination of this License. Make a ranged spell attack against the target. Each mote of light sheds bright light in a 10 foot radius and dim light for an additional 10 feet. You release a seismic wave, slamming the ground in front of you causing the earth to explode violently in a 30 foot cone in front of you. Kibbles' Generic Elemental Spells is Foundry Virtual Tabletop exclusive content and can only be downloaded by license owners within the Foundry application. Dark energy tears the moisture from a body, sapping it of life and vitality. When you cast this spell using a spell slot of 4th level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 3rd. Make a ranged spell attack for each lance. The creature disappears when it drops to 0 hit points or when the spell ends. Entangling Slam (Treant or Shambling Mound Only). You hurl a mote of arcane energy at a creature or object within range. On a failed save, the creature takes 4d8 bludgeoning damage and is pushed 10 feet away and 40 feet up. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards. At the end of each of its turns, the target can make another Wisdom saving throw. The dragon exhales elemental power in its breath weapon area from the dragon table. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 2d12 and the range increases to 30 feet. As with any supplement, consult with your DM for availability. 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. On your turn, you can move the storm 10 feet in any direction as a bonus action. You condense wind into a razor sharp blast that shreds a 30-foot-long 5-foot-wide line. At your GM's discretion, creatures reduced to zero hit points by Hellfire Pit or Infernal Shackles die and have their soul trapped in the planes of hell. Make a melee spell attack against a creature. Creatures in the area take 4d6 bludgeoning damage and must succeed a Strength saving throw or be knocked 20 feet backward and 30 feet upward. At Higher Levels. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Until the spell ends, you can't cast spells or concentrate them, and you gain the following benefits: Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. You evoke a burst of brilliant particles of force energy sweeping out in a 30-cone originating from you. At Higher Levels. This will rarely be relevant but improves consistency. When you cast this spell using a spell slot of 3rd level or higher, you deal 1d8 bonus force damage on the hit for each slot level above 2nd. When a creature starts its turn inside the cyclone's radius or enters it for the first time during a turn, it must make a Strength saving throw. The creature is an ally to you and your companions. If the creature takes more than 5 fire or bludgeoning damage from a single damage roll while restrained, the ice breaks and the target is freed, ending the spell for the target. As a bonus action, you can direct the swarm to move up to 30 feet. Each creature in the line must make a Dexterity saving throw. Choose one creature that you can see within range to make a Constitution saving throw. If the monster is hit by an attack this trait ceases to work until the start of the monster's next turn. On a failed save they take 8d8 damage of the beam's energy type, or taking half as much on a successful save. You can create a new shockwave as your action on subsequent turn until the spell ends. If a creature within 5 feet hits you with a melee attack, it takes 1d6 fire damage. On a success, the target takes half as much damage and is not covered in acid. Your body grows ablative armor. For the duration of the spell, at the end of each of your turns, the orb grows larger and moves 30 feet directly toward the creature. You channel lightning energy into a creature. 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. It can only attack with its bite or tail once per turn. Hit: 1d4 + 3 + the spell's level acid damage. A creature takes 4d12 lightning damage on a failed save, or half as much on a successful one. Discover the world of elemental magics This is the first volume of elemental magic sounds. Each time a creature takes necrotic damage from this spell, the caster regains 1d4 hit points. A creature can 20 feet of movement (or 10 if they a flying or climbing speed) to attempt to escape the pit, making a Strength saving throw against your spell save DC. When you cast this spell using a spell slot of 2nd level or higher, you move a creature an additional 5 feet for each slot level above 1st. Until the start of your next turn, you gain a blindsight of 60 feet, and you gain advantage on Wisdom (Perception) checks. These spells largely serve as a replacement for Investiture spells. On a failed save, a creature takes 6d8 thunder damage. The spell cannot hit the same target twice, or jump to a target out of the spells range. At the start of each of your turns while tapped into this power, you and all creatures with 5 feet of you take 1d6 Force damage. In the unusual position of dealing a physical damage type (bludgeoning) this type most often uses d10 damage and targets Dexterity saves, often having secondary elements knocking targets around, creating difficult terrain, or creating obstacles and cover. You create three arcs of lightning striking targets in range. Each creature in a 60-foot cone must make an Intelligence saving throw. 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. The spell can discharge damage 2 additional times (dealing 2d6 more total damage) before the spell ends for each slot level above 2nd. The creature is buried in 10 feet of rubble, and creatures without a burrowing speed require 25 feet of movement to extract themselves from the loose rubble to return to where they failed the saving throw. You point at a creature within range, and attempt to make it's skeleton rip free of it's body. Offering high damage with high limitations, poison spells typically target Constitution and deal high variance d12 damage, some having a chance to poison the target for an ongoing effect. During your turn, if you roll fire damage, you can maximize one die of the damage dealt. The target must make a Constitution saving throw. On a hit, the target takes 3d6 bludgeoning damage and if it is Large or smaller must make a Strength saving throw or be knocked prone. 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. On a failure, a creature falls into a suddenly opened crevice in the ground, falling into it before it snaps shut, crushing them. 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. Elemental Form Spells This is an extension of Kibbles' Generic Elemental Spells. With at least one stone remaining, you have half cover. A small cyclone whips up at the target point with a radius of 5 feet and a height of 30 feet. Melee weapon attack: your spell attack modifier, reach 5 ft., one target. Creatures that fall their saving throw fall to the bottom of the bit (taking 1d6 bludgeoning damage and falling prone). Make a weapon attack with the weapon used in the casting of this spell for each slash. The creature resembles the Archon of your choice, which determines certain traits in its stat block. A creature must make a Constitution saving throw when it enters the spell's area for the first time on their turn or starts its turn there. The world can be brightly or dimly lit, and you control the weather within it. If you fling them any other direction, they take 2d6 damage and fall prone. Added Plant Mage spells (Sprout Tree, Grasping Roots, Bramble Barrier, Carnivorous Garden, Summon Plant). Until the start of your next turn, you gain resistance to bludgeoning, slashing, and piercing attacks damage from nonmagical attacks. Until the start of your next turn, you gain the following benefits: You solidify into a stone. On a hit, there is a thunderous crash audible from up to 300 feet of you and the target takes 3d8 thunder damage, and is knocked 10 feet away from you. You touch a piece of ammunition or weapon with the thrown property, imbuing it with the power of a hurricane for the duration. When you cast this spell using a spell slot of 4th level or higher, use the higher level whenever the spell's level appears in the stat block. More widely known lesser versions flaws makes it unstable requiring concentration, and it lacks the later parts of functionality of the true version. When you cast the spell, choose from Quippers, Spiders, or Wasps. If the target has less than 50 hit points remaining when it fails, it is reduced to zero hit points. The ground in a 10 foot radius explodes in a shower of fire and magma, raining down in a 20 foot radius. At Higher Levels. At the start of each of your turns, you can use your action to maintain the beam or redirect it, rotating it up to 90 degrees in any direction. For the duration of the spell, the target cannot regain hit points unless from a spell cast using a spell slot of higher level than the spell slot this curse was cast with, and any death saving throw they roll is automatically considered a 1. You create a lance of ice that shoots up from the ground to impale a creature within range. Exclusively area of effect spells, it tends to deal d8 damage dice, feature Constitution saves, and often have some element of knockback. Until the spell ends, you can recall it to your hand as a bonus action. Shocked will always be described inline (as "shocking the target, stunning them until the start of the next turn"). Make a ranged spell attack. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. If another creature is holding or wearing the item when you try to recall it, they make a Charisma saving throw to retain possession of the item, and if they succeed, the spell fails. Light a green candle during this meditation. The archon sheds bright light in a 30-foot radius and dim light for an additional 30 feet. You gather sonic energy and can expel it in shockwaves for the duration. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. A whirling tornado erupts, filling a 20-foot-radius, 40-foot-high cylinder centered on a point within range. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. Not approved/endorsed by Wizards. The target must make a Constitution saving throw. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. While covered in acid, the target takes 2d4 acid damage at the end of each of its turns. Creatures in a 10-foot-radius, 30-foot-high cylinder centered on the target point must make a Dexterity saving throw. The target or a creature within 5 feet of it can end this damage by using its action to clear away the acid. A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. It is impaled by a spike of earth, taking 4d8 piercing damage. Fortunately, I have been able to reconstruct it's true form. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. 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. You conjure a dart of pure poison and hurl it at a creature you can see within range. On success, you no longer gain advantage from using the illusionary blades when making a feint against that creature, rendering the spell impotent against that creature. You channel lightning into your hands. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the height of the cyclone as well as the distance a creature is thrown upward increases by 5 feet for each level above 3rd. Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage. At the end of each of their turns, the target repeats its saving throw. The next time you hit a creature with a melee attack (including a melee spell attack) before the start of your next turn, the attack deals an extra 1d12 poison damage and the target must succeed on a Constitution saving throw or be poisoned until the end of your next turn. On a successful save, they take half as much damage and do not become poisoned. Until the start of your next turn, you can use your reaction when you take slashing or piercing damage from an attack to gain resistance to damage from that attack. The ground in the area is covered with slick ice and snow, making it difficult terrain until the start of your next turn. A tendril can be destroyed, freeing a creature from its grasp. You are bathed in holy light, shedding bright light up to 30 feet and dim light for additional 30 feet. The target takes 4d8 piercing damage and 4d8 cold damage on a failed save. On success, they take half as much damage and do not fall prone. On a successful save, a creature takes half as much damage and isn't slowed. Each creature in the line must make a Dexterity saving throw. You wreath your hand in necrotic decay that causes anything you touch to wither and die. At Higher Levels. On a success, they take half as much damage, and their movement speed is not reduced to zero. Readings Done by Lady Beltane. If it drops to 0 hit points, the spell ends. You call forth a minor celestial archon. You choose a point on the ground in an area of dirt or natural stone you can see. If the orb does not reach the target before the spell ends, it fades away without dealing damage. The area is lightly obscured until the start of your turn, and any creature that ends their turn within the area takes 2d4 poison damage. You are limited in the actions you can perform by the nature of your new form, and you can't speak, cast spells, or take any other action that requires hands or speech. Dark tendrils burst out from you in all directions. If you want to credit or support me, I certainly welcome it, but do not require it. Each creature in a line takes 8d4 force damage. Iron spikes lance upwards from the ground in all directions around you, impaling creatures within 20 feet of you. At Higher Levels. The first time a hostile creature comes within 5 feet of the sword, it will attack that creature, making a melee spell attack. On a successful save, the target takes half as much damage and isn't restrained. When you cast this spell using a spell lot of 2nd level or higher, the damage increases by 1d8 for each level above 1st. However, in my experience over the years of doing exactly that, it tends to rob the elements of the last vestige of unique flavor, subtle differences, and as consequent the world setting which should feel deep, mysterious, and magical, starts to feel more game-like, more formulic. At Higher Levels. An aura cleansing bath can clear paths and get us rid of bad vibes that keep us from moving on. Bite (Quipper only). Foundry Virtual Tabletop Copyright 2022, Foundry Gaming, LLC. Swarm. The plants use your spell attack modifier, and deal 2d8 piercing damage on hit. A freezing wind ripples outward. At Higher Levels. The next time you hit a creature with a melee attack (including a melee spell attack) before the start of your next turn, the attack deals an extra 1d12 poison damage and the target must succeed on a Constitution saving throw or be poisoned until the end of your next turn. Additionally, if a critical strike of this weapon would leave a creature with less than 50 hit points, the target creature is decapitated, killing it. ambush board game rules pdf. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. This is a list of spells that do straight forward effects of the elements and only includes damaging effects. When you cast this spell using a spell slot of 3rd level or higher, use the higher level whenever the spells level appears in the stat block. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. The first time on your turn you enter the space of another creature, it takes 1d6 fire damage. A player who is weak to magic attacks will have no specific elemental weakness. On a successful save, the creature takes half as much damage and is not flung. 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. The tree remains there, but may die rapidly if sprouted in an unsuitable location or environment. When you cast this spell using a spell slot of 6th level or higher, the range increases by 10 feet and you create an additional star-like mote of light for each slot level about 5th. Fire spells typically deal the most damage, and typically operate with consistent d6 dice, and sometimes ignite for additional damage. Make a melee weapon attack against each target. Cleansing Spells. You sprout wings. If you are under the effect of haste, you gain no benefit from this spell. Many monsters have a weakness to a specific element. On success, the spell ends on the target. A creature in the area of more than one lightning burst is affected only once. Until the spell ends, you gain the following benefits: You become a surge of elemental water. Force the doll to move, causing the creature to move 15 feet in a direction of your choice that it can move. The following are a special branch of ability: Psionics. You call forth a spirit that is proficient in one of the following skills: Animal Handling, Arcana, History, Investigation, Medicine, Nature, Perception, Religion, or Survival. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 2d12 and the range increases to 30 feet. You have advantage on saves and checks against grapples and the restrained condition, you do not suffer disadvantage from squeezing into smaller spaces, and you can squeeze through openings two sizes smaller than you. On hit, it deals 1d8 damage of the weapon's damage type. You cause the earth to deform and ripple, a target creature must make a Dexterity saving throw or suffer one of the following effects (your choice): You attempt to encase a Medium or smaller creature you can see within ice. You create an oversized blade of pure scintillating force energy in your hand. The spell cannot hit the same target twice, or jump to a target out of the spells range. These are part of the Psion class, but can be opened to any character capable of Psionics at the discretion of the DM. When you cast this spell using a spell slot of 3rd level or higher, both the initial and ongoing burn damage are increased by 1d4 damage. On a success, the spell ends on the target, on failure; they take an additional 1d4 poison as the poison continues to ravage them. You can choose to release it early, dismissing it back from whence it came. The spirit is ethereal and ephemeral and cannot interact with physical objects, but can provide guidance on matters relating to the skill selected when you summon it. A creature takes 3d4 acid damage if it ends its turn while covered with acid. At Higher Levels. A creature moving through or out of the area must spend 4 feet of movement for every 1 foot it moves. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each level above 4th. Creatures in the area must make a Dexterity saving throw. Wizards of the Coast LLC. With at least one stone remaining, you have half cover. A blast of concentrated wind streaks toward a creature of your choice within range. Each creature in the cone must make a Constitution saving throw. On a failure, they become restrained and blinded in the stone coffin. You assume the form of the familiar that provided the material component to the spell. The pit remains until filled. After reflecting 10 damage, spell ends. As a bonus action while at least one stone remains in orbit, you can magically fling a stone at target within 60 feet. On hit, the target takes 4d12 lightning damage, and you can cause the spell to jump to another target within 20 feet of the first target making a new attack roll for each target. A book of Classes, Crafting, Psionics, & More for DnD 5e!. Targeting a creature you can see within range, you attempt to corrupt its blood. At Higher Levels. Whenever the creation moves more than half of it's movement speed or takes an action, the crippling pain causes it to take 1d6 necrotic damage. A disoriented creature has disadvantage on all attack rolls and at the start of their turn moves 10 feet (up to its speed) in a random direction before their speed becomes zero until the start of their next turn. For the duration, when you make an attack during your turn with the weapon, the weapon used in the spell's casting gains a reach of 30 feet, releasing slashes of razor sharp wind against foes beyond your normal reach; the weapon deals slashing damage when damaging targets beyond your normal reach. At Higher Levels. On a success, it frees itself. For the duration, when you make a ranged weapon attack, you do not require line of sight as long as it is in the range of your blindsight, and the target creature does not benefit from cover, as you can send your shots in twisting impossible lines riding the flow of the winds that only you can sense. graphene oxide battery; idera software zoominfo; gimp black and white not grayscale; . Occultist v1.1. $4.95. The target must make a Dexterity saving throw. On a failed save, the target becomes stunned until the start of their next turn. Ethnic! Roll a d20 and record the value. You cannot activate, use, wield, or otherwise benefit from any of your equipment. Each creature in that area must make a Dexterity saving throw with a DC equal to your spell save DC, taking 8d6 + the spell's level elemental damage on a failed save, or half as much damage on a successful one. Multiattack. You create a Tiny orb of pure arcane energy that hovers within range, and designate a target creature within 120 feet. As a bonus action, the monstrosity can magically teleport up to 30 feet to an unoccupied space it can see. Jeremy Crawford, Chris Perkins, Rodney Thompson, The monstrosity makes a number of attacks equal to half this spell's level (rounded down). If you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. It is pulled into the earth, taking 1d8 bludgeoning damage and reducing its movement speed to zero until a creature spends an action to dig it free. On failure, the target's armor (including natural or magical defenses) becomes soft and malleable, though retaining its form, and provides no protection against attacks reducing the target's AC to 10 + their dexterity for the duration of the spell. You impart great force into a target you touch. This causes any parts or material that has broken away from the construct or object to reattach, repairing it to the condition it was in before losing those hit points. You can do up to 3 times during the duration of the spell. present a short guide to the use of the spells of the Book that would enable anyone to simply pick it up and use it without fear or risk. On failure, they take 6d8 necrotic damage, and you can move them in a straight line to within 5 feet of you if there is an empty space they can be pulled to. A creature that starts their turn within the void must make a Constitution saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. Creatures in the area must make a Strength saving throw, or take 6d6 bludgeoning damage and be pushed to an open space at the end of the line away from you. All spells and art belong to KibblesTasty. On a successful save, the creature takes half as much damage and isn't pushed. Be brightly or dimly lit, and piercing attacks damage from this.. Dimly lit, and dealing 4d12 necrotic damage becomes zero until the of., that creature takes 6d8 additional damage body, that creature takes half as much and... Original bodies regains 1d4 hit points, any flammable object you attempt to corrupt its blood saving. Spells is Foundry Virtual Tabletop Copyright kibbles elemental spells pdf, Foundry Gaming, LLC widely lesser. '' ) revert as a shockwave in a 20 foot radius explodes in direction... 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