Bodylink (Universal)
5th-level necromancy
- Casting Time: 1 action or 1 reaction when you would be decapitated or dismembered
- Range: Self
- Components: V, S
- Duration: 1 hour
- Class: Warlock, Wizard
This spell links the parts of your body so their separation doesn't affect you. You can lose your head or limbs without taking damage, though you must reattach any missing parts before the spell ends or you will take any damage you ignored from the initial cut and possibly die (surely die if your head is not attached). If your detached body part is simple pressed in place (likely requiring an action from you or someone else) it automatically reattaches.
While your parts are detached you still control them normally, and they function at any distance so long as they are not taken to another plane of existence. A detached eye still sees, and a detached head can still eat and speak. Detached hands, fingers, or arms are not likely to be able to perform the somatic components for spells.
If you cast this as an action on your turn you can sever your own body part, assuming you have suitable tools.
Boiling Blood (Flame)
3rd-level enchantment
- Casting Time: 1 Bonus Action
- Range: 30 feet
- Components: V, S, M (A small blue stone)
- Duration: 1 minute
- Class: Bard, Elementalist, Paladin, Sorcerer, Warlock
You attempt to enrage a target creature. The target must succeed a Wisdom saving throw or gain the effects of a barbarian's rage. The rage ends early if the target makes no attacks and suffers no damage for 1 round; otherwise, it lasts for the entirety of the duration.
Brand (Flame)
1st-level evocation (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- Class: Cleric, Druid, Elementalist, Paladin, Sorcerer, Warlock, Wizard
You sear one sigil or word of up to seven characters onto one surface you touch (wood, metal, stone, or flesh). Your mark can’t be dispelled or erased, but may be removable by normal means. If the target is an unwilling living creature, you may make a melee spell attack to touch the target and deal 1d6 fire damage, and brand it.
A lesser restoration, greater restoration, heal or life water spell can be used to remove the brand from a living creature.
Breaking Waves (Sea)
Conjuration cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Class: Druid. Elementalist, Sorcerer, Wizard
Crashing waves of water break against a target within range. Make a ranged spell attack roll against the target. On a hit, the target takes 1d6 bludgeoning damage and must succeed on a Strength saving throw or be knocked prone.
This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Buffeting Blast (Wind)
1st-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Class: Druid, Elementalist, Ranger, Sorcerer, Wizard
You unleash a burst of wind or spray of water to buffet a creature you can see within range. Make a ranged spell attack roll against the target. On a hit, the target takes 2d6 bludgeoning damage and must succeed on a Strength saving throw or you can move it up to 10 feet in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6, and the target is moved an additional 10 feet for every level above 1st.
Burning Sands (Flame)
1st-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (A flask of oil)
- Duration: 1 hour
- Class: Cleric, Druid, Elementalist, Ranger, Sorcerer, Wizard
You imbue a handful of sand or dirt with the essence of oil. The sand appears normal in every way, but it functions as lantern oil, which burns for one hour.
Your burning sand can be tossed as an improvised weapon (like alchemist’s fire) on a burning creature as an attack (or tossed and lit separately), dealing 1d4 fire damage at the start of a burning creature’s turn which can be extinguished with a Dexterity check (the difficulty equals your spellcasting DC).
Alternately, one application of this spell creates enough burning sand for a small campfire which burns for 30 minutes. When used as a campfire, burning sand cannot be extinguished except by total immersion in water or supernatural means.
You may only have one application of this spell active at a time, casting it a second time (including as a ritual) neutralizes the first casting.
Call Beyond (Universal)
Transmutation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Class: Bard, Cleric, Paladin,
You clasp your hands above your head and call a small silvery star to fall from the heavens. Make a ranged spell attack. On a hit, the target takes 2d4 radiant damage. As your character level increases you can call down another star. The stars can either target one target or multiple.
The number of stars called increases by 1 when you reach 5th level (2 stars), 11th level (3 stars), and 17th level (4 stars).
Caustic Blade (Sand)
Evocation cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: V, M (a weapon)
- Duration: 1 round
- Class: Druid, Elementalist, Paladin, Sorcerer, Wizard
You imbue your blade with highly corrosive acid and make a wide lunging slash with it. As part of the action used to cast this spell, you must make a melee attack with a weapon against each creature within the area of effect, which is a 5-foot cube within range, otherwise, the spell fails. Your target does not gain the benefit of cover as long as that cover is made out of nonmagical material.
At 5th level, the area of the spell increases to two adjacent 5-foot cubes. At 11th level, this increases to 3 cubes, and at 17th it increases to 4. You can break up your movement between attacks, which require a separate attack for each target. The second time a creature is hit with an attack from a casting of this spell, it takes your spellcasting modifier in acid damage instead of the attacks' normal effects.
Caustic Torrent (Sand)
8th-level conjuration
- Casting Time: 1 action
- Range: Self (60-foot line)
- Components: V, S, M (a chip of bone pitted by acid)
- Duration: Instantaneous
- Class: Druid, Elementalist, Ranger, Sorcerer, Wizard
A swirling jet of acid sprays from you in a direction you choose. The acid fills a line that is 60-foot long and 5-foot wide. Each creature in the area must make a Dexterity saving throw. A creature takes 14d6 acid damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this spell is killed, and its body is liquefied. The line releases toxic fumes, and each creature other than you within 5 feet of the line is poisoned for 1 minute. A poisoned creature can make a Constitution saving throw at the end of its turn, ending the effect on itself on a success.
Deathsmoke (Wind)
Necromancy cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a clear glass bead)
- Duration: 1 round
- Class: Elementalist, Sorcerer, Warlock, Wizard
You cause a cloud of noxious black smoke to fill a 5-foot cube that obscures anything in or beyond the cloud. Any creature that is in the cube or moves through the cloud must make a Constitution saving throw. Those who fail take 1d6 necrotic damage. The cloud disperses at the beginning of your next turn or if it is exposed to a magical breeze.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Desiccating Touch (Sea)
2nd-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- Class: Cleric, Druid, Elementalist, Paladin, Ranger
You can drain moisture from a living creature. Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d6 necrotic damage, or 2d8 necrotic damage if the target is a creature with the plant or water elemental subtype.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d6 (1d8) for every level above 2nd.
Drown (Sea)
6th-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (water from the lungs of a drowned creature)
- Duration: Concentration, up to 1 minute
- Class: Druid, Elementalist, Ranger, Sorcerer, Wizard
Water swirls up in a sphere around a creature you can see within range, forcing itself into the creature’s mouth and nose. The creature must make a Strength saving throw. On a failed save, it is stunned until the start of its next turn by the water entering its lungs. On a successful save, the creature isn’t affected. An affected creature can’t speak and begins to suffocate. As an action, the creature can try to cough the water out of its lungs by repeating the saving throw. On a success, the spell ends. A creature that can breathe water isn’t affected by this spell.
Earth Ear (Sand)
3rd-level divination
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute.
- Class: Druid, Elementalist, Ranger, Sorcerer, Wizard
While you are standing on a surface comprised primarily of sand, dirt, or stone, you gain tremorsense up to 60 ft.
Additionally, you may cast this using a 5th level spell slot and increase the duration to 5 minutes and extend the range to 90 ft or expend a 7th level spell slot and increase the duration to 30 minutes and extend the range to 120 ft.
Earthskimmer (Sand)
4th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a piece of shale or slate)
- Duration: Concentration, up to 1 minute
- Class: Druid, Elementalist, Ranger, Sorcerer, Wizard
You cause earth and stone to rise up beneath your feet, lifting you up to 5 feet. For the duration, you can use your movement to cause the slab to skim along the ground or another solid surface at a speed of 60 feet. This movement ignores difficult terrain. If you are pushed or moved against your will by any means other than teleporting, the slab moves with you. When you take the Dash action, until the end of your turn you can enter the space of a creature up to one size larger than yourself, and the creature must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save and is knocked prone, or half as much damage, and isn’t knocked prone on a successful one.
Elemental Aegis (Universal)
1st-level abjuration
- Casting Time: 1 reaction, when an allied creature within range is attacked.
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Class: Cleric, Druid, Elementalist, Paladin, Sorcerer, Wizard
The attacked creature gains resistance to one of the following damage types of your choice: acid, cold, fire, lightning, or thunder.
Elemental Blade (Universal)
2nd-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a plum blossom)
- Duration: Concentration, up to 1 minute
- Class: Cleric, Druid, Elementalist, Paladin, Sorcerer, Wizard
When you cast this spell, a sword blade of elemental energy appears in the hand of the
creature you touch (who must be a willing recipient). You choose one of the following damage types when you cast this spell: acid, cold, fire, lightning, or poison. It is the size and shape of a normal shortsword but is virtually weightless. If the wielder lets go of the blade, it disappears, but you can evoke it for them again as a bonus action.
The wielder can make a melee spell attack with the blade, rolling the attack as if they were attacking with a regular shortsword, but on a hit, the target takes 3d4 damage of the type chosen when this spell was first cast, instead of the normal damage it would take from such an attack.
Since the blade is immaterial, the wielder’s Strength or Dexterity modifiers do not apply to the damage, nor does any extra damage from special abilities the wielder may possess (such as a sneak attack).
The blade sheds bright light in a 10 foot radius and dim light for an additional 10 feet. A creature who takes damage from this spell suffers an additional effect depending on the type of damage inflicted, as follows:
• Acid: The creature cannot take reactions until the beginning of the wielder’s next turn.
• Cold: The creature’s speed is reduced by half until the end of its next turn.
• Fire: The creature must choose to either fall prone to extinguish flames on its body or take 1d4 extra fire damage. Creatures wearing metal armor are immune to this effect.
• Lightning: The creature takes an extra 1d4 lightning damage if it is wearing metal armor.
• Poison: The creature is poisoned until the end of its next turn.
Wizard Mages must choose the option that fits their subclass. Flame Mages must pick fire, Sand Mages must pick Acid, Sea Mages must pick Cold, and Wind Mages must pick Lightning.
At Higher Levels. When you cast this spell using a 3rd level or higher spell slot, the damage increases by 1d4 for each slot level above 2nd.
Elemental Truths (Universal)
2nd-level divination
- Casting Time: 1 Minute, ritual
- Range: Self
- Components: V, S, M (A small amount of material representing a chosen element)
- Duration: Until next long rest
- Class: Cleric, Druid, Elementalist, Paladin, Sorcerer, Wizard
You use the element of your choice to take a brief glimpse into the near future. Gain one Portent die until your next long rest.
You may have only one Portent die from this spell at a time.
PortentsNamed after the divination wizard's ability, Portent Dice are a mechanical representation of a character's future sight. Any creature who receives a Portent die rolls a d20 and records that number. That value may be swapped with any d20 roll until that creature takes a long rest, and the magic dissipates. Once a Portent die is used to replace a roll, it is no longer available for use, its magic expended. |
Entomb (Sand)
6th-level transmutation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a chip of granite)
- Duration: 8 hours
- Class: Cleric, Druid, Elementalist, Ranger, Sorcerer, Wizard
You cause slabs of rock to burst out of the ground or another stone surface to form a 10-foot cube within range. When the cube forms, a creature inside must succeed on a Dexterity saving throw or be trapped in the stone tomb. The tomb is airtight, with enough air for a single Medium or Small creature to breathe for 8 hours. Divide the time evenly between the number of creatures trapped within. A Large creature counts as four Medium creatures. If the creature is still trapped inside when the air runs out, it begins to suffocate. The tomb has an AC 18 and 50 hit points. It is resistant to fire, cold, lightning, bludgeoning, and slashing damage, is immune to poison and psychic damage, and is vulnerable to thunder damage. When reduced to 0 hit points, the tomb crumbles into harmless powder.
Extract Spell (Universal)
3rd-level divination
- Casting Time: 1 action
- Range 5 feet
- Components S,M (Blood from a spellcaster, a blank scroll worth at least 5 sp which is turned into a spell scroll)
- Duration Instantaneous
- Class: Bard, Sorcerer, Warlock, Wizard
Make a melee spell attack against a target that is wounded. The target must make an Intelligence saving throw. On a failed save, one spell that they are capable of casting is copied to the scroll.
Fiery Fists (Flame)
3rd-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (a lump of coal)
- Duration: 1 minute
- Class: Druid, Elementalist, Sorcerer, Wizard
Your hands burst into flames that emit noxious smoke and shed light as torches. While the spell is active, you may use your action to make a melee spell attack against one adjacent creature. Creatures hit by your touch take 4d6 fire damage and must make a Constitution saving throw against your spellcasting DC or be poisoned until the end of your next turn.
At Higher Levels. When you cast the spell using a slot of 5th level or higher, you may make two attacks when you use your action to make a melee spell attack with your fiery fists for every two spell levels above 3rd.
Fire Burst (Flame)
1st-level transmutation
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Class: Druid, Elementalist, Sorcerer, Wizard
You make a non-magical flame (equivalent to a candle, torch or campfire) erupt in an arrow, firing at a creature within 10 feet.
You extinguish the target flame and the creature must make a Dexterity saving throw. If your target was a candle, the creature takes 2d4 damage on a failed saving throw. If your target was a torch, the creature takes 2d6 damage on a failed saving throw. If your target was a campfire (up to a 5-foot cube of flame), the creature takes 2d8 damage on a failed saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional die of damage for each slot level above 1st.
Firefeed (Flame)
6th-level abjuration
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (A ruby worth 100gp)
- Duration: 1 hour
- Class: Cleric, Druid, Elementalist, Sorcerer, Warlock, Wizard
You touch a creature and, for the duration of the spell, sources of fire damage heal the target, instead, for half the amount they would normally deal.
Non-magical sources of fire touched by the creature are snuffed by this effect.
Flameproof (Flame)
6th-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a bit of wax)
- Duration: Concentration, up to 1 hour
- Class: Cleric, Druid, Elementalist, Ranger, Sorcerer, Wizard
You touch a creature or item and imbue them with the strength to withstand any flame. The target is immune to fire damage and is not affected by any deleterious effects caused by fire, heat, or the sun.
Flame Wave (Flame)
4th-level evocation
- Casting Time: 1 action
- Range: Self (40-foot cone)
- Components: V, S, M (a drop of tar, pitch, or oil)
- Duration: Instantaneous
- Class: Druid, Elementalist, Ranger, Sorcerer, Wizard
A rushing burst of fire rips out from you in a rolling wave, filling a 40-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage and is pushed 20 feet away from you, or takes half as much damage and isn’t pushed on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Frostbite (Sea)
5th-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a strip of dried flesh that has been frozen at least once)
- Duration: Concentration, up to 1 minute
- Class: Druid, Elementalist, Ranger, Sorcerer, Wizard
You cause biting cold to settle around a creature you can see. The creature must succeed on a Constitution saving throw or take 4d8 cold damage, be reduced to half speed, and suffer disadvantage on attack rolls and ability checks. Creatures who are immune to cold damage are unaffected by this spell. For the duration, the target must repeat the saving throw at the start of its turn. If the target passes three saving throws against the spell, the spell ends. If no targets are affected, the spell ends immediately.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target two additional creatures for every slot level above 5th.
Frozen Razors (Sea)
3rd-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (water from a melted icicle)
- Duration: Concentration, up to 1 minute
- Class: Druid, Elementalist, Ranger, Sorcerer, Wizard
Razor-sharp blades of ice erupt out of the ground or another surface in a 20-foot cube centered on a point you can see within range. For the duration, the area is lightly obscured and difficult terrain. A creature that moves more than 5 feet on a turn within the area, or into the area, must make a Dexterity saving throw. On a failed save, the creature takes 2d6 slashing damage and 3d6 cold damage, or half as much damage on a successful one. A creature that takes cold damage from this spell is reduced to half speed until the start of its next turn.
At Higher Levels. 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.
Heat Drain (Flame)
7th-level necromancy
- Casting Time: 1 action
- Range: Self (5-foot radius)
- Components: V, S
- Duration: 1 minute
- Class: Druid, Elementalist, Sorcerer, Wizard
You drain the heat from nearby living creatures. Undead and Constructs are unaffected by this spell. Each affected creature must make a Constitution saving throw, taking 5d6 Cold damage on a failed save, or half as much on a successful one, as you drain the warmth from its body.
The stolen warmth fills you with vigor, granting temporary hit points equal to one-quarter of the total damage done. While you have these hit points, you have resistance to Cold damage.
Heatstroke (Flame)
3rd-level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- Class: Druid, Elementalist, Ranger, Sorcerer, Wizard
Choose a living creature you can see within range. You cause that creature to suffer as if it had been toiling for hours under the pitiless sun.
The target must make a Constitution saving throw. On a failure, it takes 4d8 necrotic damage and gains a level of exhaustion. On a success, the creature takes half damage and doesn't gain exhaustion.
A creature may only gain exhaustion from this spell once in a 24 hour period.
Licking Flames (Flame)
Evocation cantrip
- Casting Time: 1 reaction, which you take in response to being damaged by a creature within 30 feet of you that you can see
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Class: Druid, Elementalist, Sorcerer, Wizard
You glare at the creature that damaged you with fiery rage, growling a magical phrase that cause flames to lick around them. The creature must succeed on a Dexterity saving throw or take 1d4 fire damage.
This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Magma Burst (Flame)
6th-level transmutation
- Casting Time: 1 action
- Range: 60 Feet
- Components: V, S, M (an obsidian shard worth at least 15gp)
- Duration: Instantaneous
- Class: Druid, Elementalist, Sorcerer, Wizard
You turn the ground under your opponent's feet into molten rock, burning them and then immobilizing them once it cools. All creatures in a 15-foot cube centered on a point you can see must make a Dexterity saving throw, taking 8d8 fire damage on a failed save, or half as much on a successful one. Any creatures that failed the saving throw must then make a Strength saving throw, becoming restrained on a failure.
A creature stays restrained until it succeeds on a Strength check against your spell save DC.
Incorporeal creatures and creatures with flying speed are not restrained.
Opposing Force (Universal)
2nd-level abjuration
- Casting Time: 1 reaction, when you take bludgeoning, piercing, or slashing damage from a melee attack.
- Range: Self
- Components: S
- Duration: Instantaneous
- Class: Cleric, Bard, Druid, Sorcerer, Warlock
You redirect some or all of the force of an attack against a foe. Roll 1d10 + your spellcasting ability modifier (minimum of 1). You reduce the oncoming damage by the result and redirect it back at the attacker.
Pummelstone (Sand)
Conjuration cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pebble)
- Duration: Instantaneous
- Class: Druid, Elementalist, Ranger, Sorcerer, Wizard
You cause a fist-sized chunk of stone to appear and hurl itself into the target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. During its next turn when it makes an attack roll or ability check, the target must roll a d4 and subtract the result from the check. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Pyroclasm (Flame)
9th-level evocation
- Casting Time: 1 action
- Range: 500 feet
- Components: V, S, M (a shard of obsidian)
- Duration: Concentration, up to 1 minute
- Class: Druid, Elementalist, Ranger, Sorcerer, Wizard
You point toward an area of the ground or similar surface within range. A geyser of lava erupts from the spot you choose, creating a 10-foot wide, 40-foot high cylinder of lava centered on a point you can see. When it erupts, any creature either in the area or that starts its turn there must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. At the start of your turn, the lava spreads in a pool centered at the base of the geyser. The first time it spreads, it creates a 15-foot radius of lava, and the radius increases by 10 feet each subsequent round to a maximum radius of 80 feet. Creatures who start their turn in the pool take 5d8 fire damage. Lava clings to a creature when it leaves the area, and it hardens into stone. The creature is reduced to half speed and has disadvantage on Dexterity saving throws until a creature uses an action to break the hardened lava off. If you maintain your concentration for the full minute, the lava geyser and pool permanently harden into nonmagical stone. A creature in the hardened stone is restrained. The stone has an AC 17, 25 hit points, is resistant to all damage except thunder, and is immune to poison and psychic damage. A restrained creature can break free as an action with a successful DC 27 Strength (Athletics) check.
Reaver's Touch (Sea)
Necromancy cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- Class: Bard, Druid, Sorcerer, Warlock
The touch of your hand drains a target’s life energy, allowing you to empower yourself via the ritual sacrifice of animals and other creatures, or by striking your opponents in combat. Make a melee spell attack against the target. You have advantage on the attack if your target is a beast. On a hit, the target takes 1d6 necrotic damage, and you gain temporary hit points equal to half the damage inflicted (round up).
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Riptide (Sea)
3rd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 round
- Class: Druid, Elementalist, Ranger, Sorcerer, Wizard
With a sweeping gesture, you cause a great swell of water to rise up in a 20-foot tall, 20-foot radius cylinder centered on a point on the ground that you can see. Each creature in the area must make a Strength saving throw. On a failed save, a creature is restrained and suspended in the cylinder or moves to the nearest edge of the cylinder on a successful one. At the start of your next turn, you can direct the current of the swell as it dissipates. Choose one of the following options:
• Riptide. The water in the cylinder flows in the direction you choose, sweeping each creature in the area to the edge of the cylinder. A creature takes 3d8 bludgeoning damage and is pushed up to 40 feet in the chosen direction, or to the edge of the cylinder, landing prone.
• Undertow. The water rushes downward, pulling each creature in the area into an unoccupied space at the center. The creatures are knocked prone and must make a Constitution saving throw. On a failed save a creature is stunned until the start of your next turn.
Rolling Thunder (Wind)
2nd-level evocation
- Casting Time: 1 action
- Range: Self (30-foot line)
- Components: V, S, M (a sliver of metal from a gong)
- Duration: Instantaneous
- Class: Druid, Elementalist, Ranger, Sorcerer, Wizard
A tremendous bell note explodes from your outstretched hand and rolls forward in a line 30-foot long and 5-foot wide. Each creature in the line must succeed on a Constitution saving throw or be deafened for 1 minute. A creature made of inorganic material, such as stone, crystal, or metal, has disadvantage on saving throws against this spell. While a creature is deafened in this way, it is wreathed in thundering energy. It takes 2d8 thunder damage at the start of its turn, and its speed is halved. A deafened creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increase by 1d8 for each slot level above 2nd.
Sand Squall (Sand)
1st-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (Finely Crushed Sand)
- Duration: Concentration, up to 1 minute
- Class: Druid, Elementalist, Sorcerer, Wizard
You summon a small low-lying squall of fine sand that abrades away skin, cloth, and armor. At a point you designate within range a 10 ft wide, 20 ft tall column of swirling sand appears. When the squall appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 1d4 acid damage.
Whenever a creature begins its turn in the squall or moves through the squall, or the squall moves through space it occupies, it must make a Constitution saving throw and take 1d4 acid damage on a failed save.
The squall moves randomly each turn on a 20 initiative count by the player rolling a d8 and a d4. The d8 marks the direction with 1 being North and proceeding clockwise until 8 is Northwest. The d4 is how far it moves in that direction.
Scimitar of Sand (Sand)
2nd-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a pinch of sand, salt, and iron filings)
- Duration: 5 minutes
- Class: Druid, Elementalist, Paladin, Ranger, Sorcerer, Wizard
A curved, 3-foot-long blade of sand springs forth from your hand, screaming and churning like a caged sandstorm. Attacks with a scimitar of sand are melee spell attacks. The blade deals 1d6 points plus your Intelligence modifier of acid damage.
The blade is not solid, so your Strength modifier does not apply to the damage. You can use a scimitar of sand without penalty even if you lack proficiency with a normal scimitar.
In addition to being dealt damage, a creature struck by your weapon must succeed on a Constitution saving throw or become dehydrated, gaining one level of exhaustion.
A creature may only gain exhaustion from this spell once in a 24 hour period.
Scouring Sands (Sand)
Conjuration cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S
- Duration: Instantaneous
- Class: Druid, Elementalist, Sorcerer, Wizard
Fine particles of sand whip around you at speeds that can scour skin from bone. Each creature other than you within range must make a Constitution saving throw. On a failed saving throw, a target takes 1d6 slashing damage, and fails all Wisdom (Perception) checks that rely on sight until the start of your next turn.
This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Shattered Earth (Sand)
Conjuration cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Class: Druid, Elementalist, Paladin Sorcerer, Wizard
- Duration: Instantaneous
You conjure fractured chunks of earth and stone to crash into an area.
Choose a spot on a horizontal surface you can see within range. A 5-foot-square centered on the spot becomes difficult terrain. Each 5-foot-square portion of difficult terrain created by this spell remains for 1 hour or requires at least 1 minute to clear by hand.
This area increases by one 5-foot-square when you reach 5th level, 11th level, and 17th level.
Sip of Hemlock (Universal)
6th-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: 1 hour
- Class: Bard, Druid
You touch a piece of food no greater than 1 lb. in weight or a container holding no more than 4 pints of liquid, contaminating it with an incredibly potent poison. Any time a creature eats or drinks the contaminated food or liquid before the end of the spell, it must attempt a Constitution saving throw. On a failed save, the target takes 12d10 poison damage. If this damage reduces the target to 0 hit points, it is automatically killed. If the target succeeds on the saving throw, it gains the poisoned condition instead, for 12 hours. Each hour that the creature remains poisoned, it must make another Constitution saving throw, taking 1d10 poison damage on a failed save, or ending the poisoned condition on itself on a success.
Creatures that are immune to being poisoned automatically succeed on both saving throws.
Spire of Stone (Sand)
2nd-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a small basalt cylinder)
- Duration: Concentration, up to 10 minutes
- Class: Druid, Elementalist, Ranger, Sorcerer, Wizard
You cause a spire of rock to burst out of the ground, floor, or another surface beneath your feet. The spire is as wide as your space, and lifting you, it can rise up to 20 feet in height. When the spire appears, a creature within 5 feet of you must succeed on a Dexterity saving throw or fall prone. As a bonus action on your turn, you can cause the spire to rise or descend up to 20 feet to a maximum height of 40 feet. If you move off of the spire, it immediately collapses back into the ground. When the spire disappears, it leaves the surface from which it sprang unharmed. You can create a new spire as a bonus action for the duration of the spell.
Tidal Barrier (Sea)
1st-level abjuration
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: V, S, M (a piece of driftwood)
- Duration: Concentration, up to 1 minute
- Class: Druid, Elementalist, Ranger, Sorcerer, Wizard
A swirling wave of seawater surrounds you, crashing and rolling in a 10-foot radius around your space. The area is difficult terrain, and a creature that starts its turn in or enters the area must make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you, and its speed is reduced to 0 until the start of its next turn.
Väinämöinen's Self Doubt (Sea)
6th-level enchantment
- Casting Time: 1 reaction in response to a failed attack or spell
- Range: 120 feet
- Components: V
- Duration: Instantaneous
- Class: Bard, Sorcerer, Warlock, Wizard
You draw focus to a target creature's recent failures. The target must make an Intelligence saving throw. On a failed save they suffer all of the following penalties for 1d4 rounds:
- Halved movement speed
- Disadvantage on Ability Checks
- Disadvantage on Attack Rolls
- Consume 2 spell slots of the appropriate level for each spell cast
- Expend 2 times as many superiority dice or ki points to activate abilities
If the target has been affected by this spell in the last 24 hours, they take no actions instead.
Wind Lash (Wind)
Evocation cantrip
- Casting Time: 1 action
- Range: 20 feet
- Components: V, S
- Duration: Instantaneous
- Class: Druid, Elementalist, Ranger, Sorcerer, Wizard
Your swift gesture creates a solid lash of howling wind. Make a melee spell attack against the target. On a hit, the target takes 1d8 slashing damage from the shearing winds and is pushed 5 feet away from you. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Wind Tunnel (Wind)
1st-level evocation
- Casting Time: 1 action
- Range: Self (60-foot line)
- Components: V, S, M (a hollow reed or paper tube)
- Duration: Concentration, up to 1 minute
- Class: Cleric, Druid, Elementalist, Ranger, Sorcerer, Wizard
You create a swirling tunnel of strong wind extending from yourself in a direction you choose. The tunnel is a line 60-foot long and 10-foot wide. The wind blows from you toward the end of the line, which is stationary once created. A creature in the line moving with the wind adds 10 feet to its speed, and ranged weapon attacks fired with the wind don’t suffer disadvantage due to long range. Creatures in the line moving against the wind spend 2 feet of movement for every 1 foot they move, and ranged weapon attacks fired through the line against the wind are made with disadvantage. The wind tunnel disperses gases and vapors, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance of extinguishing them.