Spells: Environmental

Binding Storm


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

A vortex howls at a point on the ground you specify. The vortex is an area centered on that point. Until the spell ends, you can use your action to move the vortex up to 30 feet in any direction along the ground. The vortex 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 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 damage on a failed save, or half as much damage on a successful one. 

Whirlwind (Wind)

Range: 300 feet.
Area: 10 foot radius and 30 feet high cylinder. 
Damage: 10d6 bludgeoning (wood) damage. Increase damage by 3d6 per slot level above 7th.
Forced Movement: 5 feet upwards
Saving Throw: Dexterity (special)

A whirlwind howls down to a point on the ground you specify. In addition to the effects above, 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 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.

Antlion’s Pit (Sand)

Range: 90 feet.
Area: 20-foot-cube.
Damage: 8d8 slashing (earth) damage. Increase damage by 2d8 per slot level above 7th.
Forced Movement: 5 feet downward, and 5 feet towards the centre
Saving Throw: Strength (special)

This effect requires a body of sand at least 20 feet square and 20 feet deep. A swirling sand pit forms at the chosen point in the body of sand that throws sand in its area. 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 inside it. 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.

Blizzard (Ice)

Range: 200 feet.
Area: 20 foot radius and 45 feet high cylinder. 
Damage: 12d6 cold (water) damage. Increase damage by 3d6 per slot level above 7th.
Forced Movement: none
Saving Throw: Dexterity (special)

A storm of snow and ice forms at a point you specify. In addition to the effects above, 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.

 

Conjure Boundary


3rd Level Spell
Casting Time: 1 action

A wall of strong energy rises from the ground at a point you choose within range. You can make the wall up of 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. The wall lasts for the duration.

When the wall appears, each creature within its area must make a saving throw. A creature takes damage on a failed save, or half as much damage on a successful one.

Wind Wall (Wind)

Range: 250 ft.
Area: 10 sections along the width. Increase the number of sections by 2 per level above 3rd.
Saving Throw: Strength (half)
Damage: 3d8 bludgeoning (Wood) damage. Increase by 3d8 per two slot levels above 1st.
Duration: Concentration, up to 1 minute

Wind wall creates a powerful torrent of wind that pushes upwards. 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 giants or siege engines, and similar projectiles, are unaffected.) 

At Higher Levels: 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)

Range: 120 ft.
Area: 10 sections along the width. Increase the number of sections by 2 per level above 3rd.
Saving Throw: Dexterity (half)
Damage: 4d8 Fire (fire) damage. Increase by 3d8 per two slot levels above 1st.
Duration: Concentration, up to 1 minute

The boundary produces a wall of flame that erupts from the ground. One side of the wall, selected by you when you cast this spell, deals 4d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

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

Wall of Sand (Sand)

Range: 90 ft.
Area: Up to 30 feet long, 10 feet high, 10 feet thick.
Saving Throw: Constitution (half)
Damage: 1d8 Slashing (earth) damage. Increase by 1d8 per two slot levels above 1st.
Duration: Concentration, up to 10 minute

You conjure up a wall of swirling sand on the ground at a point you can see within range in an area at that point. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.

Blade Barrier (Forge)

Range: 30 ft.
Area: 10 sections along the width. Increase the number of sections by 2 per slot level above 3rd.
Saving Throw: Dexterity (half)
Damage: 4d10 slashing (Metal) damage. Increase by 2d10 per two levels above 1st.
Duration: Concentration, up to 1 minute

Small blades form in the area that slash at any target that tries to enter the boundary.

Wall of Water (Fluid)

Range: 60 ft.
Area: Up to 30 feet long, 10 feet high, 1 feet thick or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick
Saving Throw: Constitution (half)
Damage: 1d8 Bludgeoning (water) damage. Increase by 1d8 per two slot levels above 1st.
Duration: Concentration, up to 10 minute

You conjure up a wall of water on the ground at a point you can see within range in and area at that point. The wall vanishes when the spell ends. The wall’s space is 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.

 

Conjure Cloud


1st Level Spell
Casting Time: 1 action
Duration: Concentration, up to 1 hour

You create a sphere of a substance centered on a point within range. The sphere spreads around corners, and its area is obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Sandstorm (Sand)

Spell-Level: 3rd level spell
Range: 120 ft.
Area: 20 ft. radius sphere. Increase by 10 ft. per slot level above 1st.
Obscurity: Area within is heavily obscured.

Whirling sand is created and begins to whip wildly within the area specified. Creatures within the Sandstorm take 2d6 slashing (earth) damage whenever the creature starts its turn in the sandstorm or ends their turn inside.

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

Fog Cloud (Nimbus)

Range: 120 ft.
Area: 20 ft. radius sphere. Increase by 20 ft. per slot level above 1st.
Obscurity: Area within is heavily obscured.

A thick cloud begins to form in the area specified.

Misty Terrain (Fluid)

Range: 60 ft.
Area: 30 ft. radius sphere. Increase by 30 ft. per slot level above 1st.
Obscurity: Area is lightly obscured out to 30 ft. Then heavily obscured beyond.

From the ground emerges a thick vapour making it difficult to see within.

 

Conjure or Destroy Element


1st Level Spell
Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute

You create or destroy an amount of an element within range in an open container. Each round you maintain concentration on this spell creates the same amount of the element. Once a full minute of concentration has been made the element becomes permanent.

Conjure or Destroy Clay (Clay)

Range: 60 ft.
Area: 2-foot cube. Increase by 2 feet per slot level above 1st

The spell creates or destroys clay within an area.

Conjure or Destroy Rock (Rock)

Range: 60 ft.
Area: 2-foot cube. Increase by 2 feet per slot level above 1st

The spell creates or destroys rocks within an area.

Conjure or Destroy Sand (Sand)

Range: 60 ft.
Area: 20 gallons of sand or half of a 5-foot cube. Increase by 20 gallons per slot level above 1st

The spell creates or destroys sand within an area.

Conjure or Destroy Metal (Metal)

Range: 60 ft.
Area: 2-foot cube. Increase by 2 feet per slot level above 1st

The spell creates or destroys metal within an area.

Conjure or Destroy Water (Fluid)

Range: 30 ft.
Area: 20 gallons of water or half of a 5-foot cube. Increase by 20 gallons per slot level above 1st

The spell creates or destroys water within an area. When you create water you have the option to have the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. When you destroy water you can also destroy all fog in a 30-foot cube within range.

 

Earthquake


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 an area 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.

Earthquake (Rock)
Area: 60-foot-radius circle. Increase by 20 feet per slot level above 7th.

 

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 Push


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

A line of strong force blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a saving throw or be pushed in a direction following the line.

Movement while within the area of force is difficult terrain.

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.

Gust of Wind (Wind)

Range: Self (60-foot line)
Area: 60 feet long, 10 feet wide, and 10 feet high. Increase length by 10 feet per slot level above 1st.
Saving Throw: Strength (negate)
Push Distance: 15 feet. 

Gust of Wind produces a powerful wind that pushes in one direction. 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.

Sand Tunnel (Sand)

Range: Self (60-foot line)
Area: 60 feet long, 10 feet wide, and 30 feet high. Increase length by 10 feet per slot level above 1st.
Saving Throw: Dexterity (negate)
Push Distance: 15 feet. 

Sand Tunnel produces a large wave of sand that engulfs a large area in a line. 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.

Targets that fail the dexterity saving throw are also restrained where they are. They can make a strength saving throw at the start of their turn to break from the restrained condition.

Tidal Surge (Fluid)

Range: Self (60-foot line)
Area: 60 feet long, 10 feet wide, and 30 feet high. Increase length by 10 feet per slot level above 1st.
Saving Throw: Dexterity (negate)
Push Distance: 15 feet. 

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.

 

Groundward


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

You take control of a force in an area that you can see within range and cause it to push downward. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.

Downdraft (Wind)

Range: 300 feet
Area: 100-foot-cube

You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls.

Pressure (Gravity)

Range: 100 feet
Area: 30-foot-cube

You increase the effects of gravity within the area. Flying creatures within the cube’s area must make their save at disadvantage or fall prone.

A creature must make a Strength saving throw if it moves into the cube for the first time on a turn or starts its turn there. On a failed save, the creature is restrained.

In addition, the entire area is considered difficult terrain.

 

Reverse Gravity


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

This spell reverses gravity in an area 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.

Reverse Gravity (Gravity)

Area: 50-foot-radius, 100-foot high cylinder

 

Skyward


4th Level Spell
Casting Time: 1 action
Duration: Concentration, up to 1 minute

You take control of a force in an area that you can see within range. Creatures that end a fall within the cube take only half damage from the fall. 

Updraft (Wind)

Range: 300 feet
Area: 100-foot-cube

You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

Alleviate (Gravity)

Range: 100 feet
Area: 30-foot-cube

You decrease the effects of gravity within the area. When a creature in the cube makes a vertical jump, the creature can jump up to 15 feet higher than normal.

 

Vortex


4th Level Spell
Casting Time: 1 action

You cause a vortex of energy to pull all those near and within to its centre. Choose a point within range in an allowed location. That point forms a vortex that causes any creature or object within the area of the vortex to be affected by forced movement

When a creature starts its turn or enters the vortex for the first time on a turn it must make a saving throw. On a failed save, the creature takes damage and is restrained while caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex.

A creature caught in the vortex can use its action and make a Strength (Athletics) check at disadvantage. If successful, the creature is no longer restrained and can freely move away from the vortex.

Twister (Wind)

Range: 300 feet.
Area: 5 foot radius and 30 feet high cylinder. 
Damage: 3d6 bludgeoning (wood) damage. Increase damage by 1d6 per slot level above 4th.
Forced Movement: 5 feet upwards, 5 foot pull towards the centre
Saving Throw: Dexterity (special)
Duration: Concentration, up to 1 minute

This effect must target a point on the ground. This spell creates a large whirlwind to form at the point that threatens to pull others towards it. 

A creature that successfully uses its action to escape from the vortex is hurled 3d6 x 10 feet away from it.

Quicksand (Sand)

Range: 60 feet.
Area: 40-feet-square and 20 feet deep area. 
Damage: 4d6 Slashing (earth) damage. Increase damage by 1d6 per slot level above 4th.
Forced Movement: 5 feet downwards
Saving Throw: Strength (special)
Duration: Concentration, up to 10 minute

This effect requires a body of sand at least 40 feet square and 20 feet deep. This spell creates a large sand pit to form at the point that threatens to pull others towards it. The area is considered difficult terrain for all within its area.

Whirlpool (Fluid)

Range: 120 feet.
Area: 25 foot radius and 25 feet deep cylinder. 
Damage: 2d8 bludgeoning (water) damage. Increase damage by 1d8 per slot level above 4th.
Forced Movement: 10 feet pull towards centre
Saving Throw: Strength (special)
Duration: Concentration, up to 10 minutes

This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area that pulls all in.

In addition, the first time each turn that an object enters the vortex, the object takes damage. This damage occurs each round it remains in the vortex.

Maelstrom (Fluid)

Spell-Level: 7th Level Spell
Range: 120 feet.
Area: 30 foot radius sphere
Damage: 6d6 bludgeoning (water) damage. Increase damage by 2d6 per slot level above 7th.
Forced Movement: 10 feet pull towards centre
Saving Throw: Strength (special)
Duration: Concentration, up to 1 minute

This effect must be targeted on a body of water at least 50 feet square and 25 feet deep or on the ground. The area is treated as difficult terrain.

In addition, the first time each turn that an object enters the vortex, the object takes damage. This damage occurs each round it remains in the vortex.

Spells: Environmental

Tan Suo Gelatos