Spells: Environmental

 

Conjure Boundary


Spells that create walls of non-solid material, making passage through an area more difficult for friends and foes alike.

 

Wind Wall (Wind)

3rd Level Spell
Casting Time: 1 action
Range: 250 ft.
Duration: Concentration, up to 1 minute

Wind wall creates a powerful torrent of wind that pushes upwards at a point you choose within range. You can make the wall up of ten 5 feet long, 15 feet high, and 1 foot thick sections. You can shape the wall in any way you choose so long as it makes one continuous path along the ground.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 2d8 bludgeoning (Wood) damage on a failed save, or half as much damage on a successful one. A creature takes the same damage when it enters the wall for the first time on a turn.

.The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by siege engines, and similar projectiles, are unaffected.)

At Higher Levels: Increase damage by 1d8 per slot levels above 1st.

At 4th level, Small or smaller creatures must make a Strength saving throw to pass through the wall.

At 5th level, Medium or smaller creatures must make a Strength saving throw to pass through the wall.

At 6th level, Large or smaller creatures must make a Strength saving throw to pass through the wall.

 

Wall of Fire (Flame)

3rd Level Spell
Casting Time: 1 action
Range: 120 ft.
Duration: Concentration, up to 1 minute

A wall of strong energy rises from the ground at a point you choose within range. You can make the wall up of ten 5 feet long, 15 feet high, and 1 foot thick sections. You can shape the wall in any way you choose so long as it makes one continuous path along the ground.

When the wall appears, each creature within its area must make a Dexterity saving throw. A creature takes 4d8 burn (fire) damage on a failed save, or half as much damage on a successful one. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn within 10 feet of the wall.

At Higher Levels: Increase damage by 1d8 per slot level above 3rd.

 

Wall of Sand (Sand)

3rd Level Spell
Casting Time: 1 action
Range: 90 ft.
Duration: Concentration, up to 1 minute

You conjure up a wall of swirling sand on the ground at a point you choose within range. You can make the wall up of six 5 feet long, 10 feet high, and 10 feet thick sections. You can shape the wall in any way you choose so long as it makes one continuous path along the ground.

When the wall appears, each creature within its area must make a Dexterity saving throw. A creature takes 2d8 Slashing (earth) damage on a failed save, or half as much damage on a successful one. A creature takes the same damage when it enters the wall for the first time on a turn.

The wall blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 4 feet of movement for every 1 foot it moves there.

At Higher Levels: Increase damage by 1d8 per slot level above 3rd.

 

Blade Barrier (Forge)

3rd Level Spell
Casting Time: 1 action
Range: 30 ft.
Duration: Concentration, up to 1 minute

Small blades scatter and slash at any target that tries to enter the boundary you form at a point you choose within range. You can make the wall up of ten 5 feet long, 15 feet high, and 1 foot thick sections. You can shape the wall in any way you choose so long as it makes one continuous path along the ground.

When the wall appears, each creature within its area must make a Dexterity saving throw. A creature takes 4d10 slashing (Metal) damage on a failed save, or half as much damage on a successful one. A creature takes the same damage when it enters the wall for the first time on a turn.

At Higher Levels: Increase damage by 1d10 per slot level above 3rd.

 

Wall of Water (Fluid)

3rd Level Spell
Casting Time: 1 action
Range: 120 ft.
Duration: Concentration, up to 1 minute

You conjure up a wall of water on the ground at a point you choose within range. You can make the wall up of ten 5 feet long, 10 feet high, and 1 foot thick sections. You can shape the wall in any way you choose so long as it makes one continuous path along the ground.

When the wall appears, each creature within its area must make a SAVINGTHROW saving throw. A creature takes 2d8 Bludgeoning (water) damage on a failed save, or half as much damage on a successful one. A creature takes the same damage when it enters the wall for the first time on a turn.

The wall’s space is considered difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and the damage is halved if the projectile passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.

At Higher Levels: Increase damage by 1d8 per slot level above 3rd.

 

Conjure Cloud


This family of spells causes a thick cloud to form in an area, obscuring it and making it difficult to traverse through.

 

Sandstorm (Sand)

3rd Level Spell
Casting Time: 1 action
Range: 120 ft.
Duration: Concentration, up to 1 hour

Whirling sand is created and begins to whip wildly within a 20 ft. radius sphere. Creatures within the Sandstorm take 2d6 slashing (earth) damage whenever the creature starts its turn in the sandstorm or ends their turn inside. The area is considered heavily obscured for the duration.

At Higher Levels: Increase damage taken by 1d6 per slot level above 3rd.

 

Fog Cloud (Nimbus)

1st Level Spell
Casting Time: 1 action
Range: 120 ft.
Duration: Concentration, up to 1 hour

A thick 15 ft. radius sphere cloud begins to form at a point within range. The sphere spreads around corners, and its area is considered heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

 

Misty Terrain (Fluid)

1st Level Spell
Casting Time: 1 action
Range: 120 ft.
Duration: Concentration, up to 1 hour

From the ground emerges a thick vapour making it difficult to see within. You create a 0 ft. radius sphere of mist a substance centered on a point within range. The mist spreads around corners, and its area is considered lightly obscured out to 30 feet then heavily obscured beyond that range. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

 

Conjure Environment


This family of spells creates a harmful environment to harm those that remain in the area.

 

Spore (Toxin)

2nd Level Spell
Casting Time: 1 action
Range: 150 feet
Duration: Concentration, up to 1 minute

Small mushrooms begin to spawn in the area and release toxic spores filling a 10-foot-radius, 40-foot-high cylinder centered on a point within range. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. It takes 2d6 poison damage on a failed save, or half as much damage on a successful one.

On each of your turns after you cast this spell, you can use an action to move the area 60 feet in any direction.

At Higher Levels: Increase damage by 1d6 poison damage per slot level above 2nd.

 

Burning Light (Light)

2nd Level Spell
Casting Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute

A beam of bright light shines down and burns those in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. It takes 2d10 burn (fire) damage on a failed save, or half as much damage on a successful one.

On each of your turns after you cast this spell, you can use an action to move the area 60 feet in any direction.

At Higher Levels: Increase damage by 1d10 burn (fire) damage per slot level above 2nd.

 

Enrichment


This family of spells enriches life of the land, both healing and maintaining it.

 

Plant Growth (Plant)

3rd Level Spell
Casting Time: 8 hours
Range: Self
Area: Half-mile radius
Duration: Instantaneous

You enrich the land with life. All plants in a half-mile radius centered on a point within range becom enriched for 1 year. The plants yield twice the normal amount of food when harvested.

 

Bountiful Reserves (Fluid)

3rd Level Spell
Casting Time: 8 hours
Range: Self
Area: Half-mile radius
Duration: Instantaneous

You enrich the land with life. All plants in a half-mile radius centered on a point within range becom enriched for 1 year. The plants yield twice the normal amount of food when harvested.

 

Entrench


2nd Level Spell
Casting Time: 1 action

You cause an element in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated element forms a wall to either side. The trench remains until the spell ends. The element then slowly fills in the trench over the course of the next round until the normal level is restored.

 

Create Pit (Rock)

Range: 30 feet
Area: 5 foot radius cylinder up to 10 feet deep. Increase radius by 5 feet per two slot level above 2nd.
Duration: Instantaneous

You cause the earth to part and create a pit. The pit does not fill itself when the spell ends

 

Part Sand (Sand)

Range: 120 feet
Area: 100-feet-by-10-feet line up to 50 feet deep. Increase length by 50 feet per slot level above 2nd.
Duration: Concentration, up to 1 minute

You can affect sand and force it to shift out of your way.

 

Part Water (Fluid)

Range: 120 feet
Area: 100-feet-by-10-feet line up to 50 feet deep. Increase length by 50 feet per slot level above 2nd.
Duration: Concentration, up to 1 minute

You can affect water and force it to shift out of your way.

 

Force Area


This family of spells causes an area to be affected by large changes in force.

 

Updraft (Wind)

3rd Level Spell
Casting Time: 1 action
Range: 300 feet
Duration: Concentration, up to 1 minute

You cause a sustained updraft within a 100-foot-cube area, rising upward from the area’s bottom edge. When a creature in the area makes a vertical jump, the creature can jump up to 20 feet higher than normal. Creatures that end a fall within the area take only half damage from the fall.

 

Downdraft (Wind)

5th Level Spell
Casting Time: 1 action
Range: 300 feet
Duration: Concentration, up to 1 minute

You cause a sustained blast of strong wind to blow downward from the top of a 100-foot-cube area. Creatures within the area must make a Strength saving throw if it enter the area for the first time on a turn or starts its turn there. On a failed save, the creature is knocked prone. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls.

 

Alleviate (Gravity)

3rd Level Spell
Casting Time: 1 action
Range: 300 feet
Duration: Concentration, up to 1 minute

You decrease the effects of gravity within a 100-foot-cube area. When a creature in the area makes a vertical jump, the creature can jump up to 30 feet higher than normal. Creatures that end a fall within the area take only half damage from the fall.

 

Pressure (Gravity)

5th Level Spell
Casting Time: 1 action
Range: 100 feet
Duration: Concentration, up to 1 minute

You increase the effects of gravity within a 30-foot-cube area. Creatures within the area must make a Strength saving throw if it enter the area for the first time on a turn or starts its turn there. On a failed save, the creature is restrained.

The area where Pressure is active is considered difficult terrain.

 

Reverse Gravity (Gravity)

7th Level Spell
Casting Time: 1 action
Range: 120 ft.
Duration: Concentration, up to 1 minute

This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.

 

Force Push


This family of spells focuses on pushing targets away from the caster

 

Gust of Wind (Wind)

2nd Level Spell
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: Self
Area: 60 feet long, 10 feet wide, and 10 feet high.

A powerful wind pushes in one direction away from you. The gust disperses gas or vapor, 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 to extinguish them. Movement while within the area of force is difficult terrain.

Each creature that starts its turn in the wind must succeed on a Strength saving throw or be pushed 15 feet in a direction following the line.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

 

Sand Tunnel (Sand)

2nd Level Spell
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: Self (60-foot line)
Area: 60 feet long, 10 feet wide, and 30 feet high.

A large wave of sand engulfs a large area away from you. In order to utilize the spell the caster must have sand to utilize in the push. The sand smothers flames and buries those it rolls over.

Each creature that starts its turn in the wind must succeed on a Dexterity saving throw or be pushed 15 feet in a direction following the line and are then restrained where they are. They can make a DC 10 Strength saving throw at the start of their turn to break from the restrained condition.

 

Tidal Surge (Fluid)

2nd Level Spell
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: Self (60-foot line)
Area: 60 feet long, 15 feet wide, and 30 feet high.

Call forth a giant tidal wave before the caster that pushes forwards knocking back all in its way. In order to cast the spell the caster must have a body of water to use in the tidal wave. The waver douses flames and makes the area difficult terrain due to the slipperiness of the water.

Each creature that starts its turn in the wave must succeed on a Dexterity saving throw or be pushed 15 feet in a direction following the line.

 

Modify Terrain


You modify the ground in an area starting from a point within range.

 

Entangle (Plant)

1st Level Spell
Range: 90 ft.
Area: 20 foot square.
Casting Time: 1 action
Duration: Concentration, up to 1 minute

This spell creates various vines in the area. For the duration, the area is considered difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

 

Overgrowth (Plant)

3rd Level Spell
Range: 120 ft.
Area: 100 foot square.
Casting Time: 1 action
Duration: Concentration, up to 1 minute

This spell causes plant life that already exists in the area to become greatly overgrown and difficult to traverse. For the duration, the area is considered difficult terrain and the user must expend 4 feet of movement per foot of movement instead of the normal 2. This spell can only affect plant life that already exists in the area.

 

Earth Tremor (Rock)

1st Level Spell
Range: Self.
Area: 10 foot radius.
Casting Time: 1 action
Duration: Instantaneous

You cause a tremor in the ground in an area. For the duration, the area is considered difficult terrain. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning (earth) damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

At Higher Levels. Increases damage by 1d6 per slot level above 1st.

 

Earthquake (Rock)

7th Level Spell
Casting Time: 1 action
Range: 500 feet
Duration: Concentration, up to 1 minute

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 60-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This spell can have additional effects depending on the terrain in the area, as determined by the DM.

Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side.

A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below).

Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or becomes buried.

 

Icy Terrain (Ice)

2nd Level Spell
Range: 90 feet.
Area: 15 foot radius on the ground.
Casting Time: 1 action
Duration: Concentration, up to 1 minute

This spell creates various vines in the area. For the duration, the area is considered difficult terrain. The first time a creature attempts to move through the area they must succeed on a Dexterity saving throw or be knocked prone.

 

Vortex


This family of spells causes a vortex to form in the area, sucking creatures in and holding them to the area.

 

Twister (Wind)

4th Level Spell
Casting Time: 1 action
Range: 300 feet.
Duration: Concentration, up to 1 minute

You cause a 5 foot radius and 30 feet high cylinder whirlwind to form at a point within range. When a creature starts its turn or enters the whirlwind for the first time on a turn it must make a Dexterity saving throw. On a failed save, the creature takes 3d6 bludgeoning (wood) damage and is restrained while caught in the whirlwind until the spell ends. On a successful save, the creature takes half damage, and is not caught in the whirlwind. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet upwards and 5 feet towards the center of the whirlwind.

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.

 

Whirlwind (Wind)

7th Level Spell
Casting Time: 1 action
Range: 300 feet.
Duration: Concentration, up to 1 minute

A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10 foot radius and 30 feet high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning (wood) damage on a failed save, or half as much damage on a successful one. A large or smaller creature that fails the initial save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 ft upwards inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.

At Higher Levels: Increase damage by 3d6 per slot level above 7th.

 

Quicksand (Sand)

4th Level Spell
Casting Time: 1 action
Range: 300 feet.
Duration: Concentration, up to 1 minute

This effect requires a body of sand at least 40 feet square and 20 feet deep. You cause a 40-feet-square and 20 feet deep sand pit to form at a point within range. When a creature starts its turn or enters the vortex for the first time on a turn it must make a Strength saving throw. On a failed save, the creature takes 4d6 Slashing (earth) damage and is restrained while caught in the sand pit until the spell ends. On a successful save, the creature takes half damage, and is not caught in the sand pit. When a creature starts its turn restrained by the sand pit, the creature is pulled 5 feet downwards and risks suffocation by the sand.

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the sand pit.

 

Antlion’s Pit (Sand)

7th Level Spell
Casting Time: 1 action
Range: 90 feet.
Duration: Concentration, up to 1 minute

This effect requires a body of sand at least 20 feet square and 20 feet deep. A 20-foot-cube swirling sand pit forms at a chosen point within range in the body of sand. Until the spell ends, you can use your action to move the vortex up to 30 feet in any direction along the ground. The sand pit sucks in any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a Strength saving throw the first time on a turn that it enters the sand pit or that the sand pit enters its space, including when the sand pit first appears. A creature takes 8d8 slashing (earth) damage on a failed save, or half as much damage on a successful one. In addition to the effects above, a Large or smaller creature that fails their saving throw is restrained in the pit until the spell ends. When a creature starts its turn restrained by the pit, the creature is pulled 5 feet downward, and 5 feet towards the centre of the pit and risks suffocation by the sand. A restrained creature moves with the pit, unless the creature has some means to stay aloft.

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the pit.

The pit is considered difficult terrain for those within and the area is considered lightly obscured.

At Higher Levels: Increase damage by 3d8 per slot level above 7th.

 

Whirlpool (Fluid)

4th Level Spell
Casting Time: 1 action
Range: 300 feet.
Duration: Up to 1 minute

This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a 25 foot radius and 25 feet deep cylinder whirlpool to form at a point within range. When a creature starts its turn or enters the whirlpool for the first time on a turn it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning (water) damage and is restrained while caught in the whirlpool until the spell ends. On a successful save, the creature takes half damage, and is not caught in the whirlpool. When a creature starts its turn restrained by the whirlpool, the creature is pulled 10 feet pull towards its centre and risks suffocation by the water.

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlpool.

 

Maelstrom (Fluid)

4th Level Spell
Casting Time: 1 action
Range: 300 feet.
Duration: Concentration, up to 1 minute

You cause a whirlpool to form at a point within range. If you form this in a body of water, it becomes a 25 foot radius and 25 foot deep cylinder, otherwise it is a 10 foot radius and 25 foot high cylinder on land. When a creature starts its turn or enters the whirlpool for the first time on a turn it must make a Strength saving throw. On a failed save, the creature takes 10d6 bludgeoning (water) damage and is restrained while caught in the whirlpool until the spell ends. On a successful save, the creature takes half damage, and is not caught in the whirlpool. When a creature starts its turn restrained by the whirlpool, the creature is pulled 10 feet pull towards its centre and risks suffocation by the water.

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlpool.

 

Blizzard (Ice)

7th Level Spell
Casting Time: 1 action
Range: 150 feet.
Duration: Concentration, up to 1 minute

A storm of snow and ice forms at a point you specify within range. The blizzard is a 20 foot radius and 45 feet high cylinder centered on that point. Until the spell ends, you can use your action to move the blizzard up to 30 feet in any direction along the ground. The blizzard sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the vortex or that the vortex enters its space, including when the vortex first appears. A creature takes 12d6 cold (water) damage on a failed save, or half as much damage on a successful one. A large or smaller creature that fails the initial save must succeed on a Strength saving throw or become restrained in the blizzard until the spell ends.

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained.

At Higher Levels: Increase damage by 3d6 per slot level above 7th.

Spells: Environmental

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