Spells: Structural

 

Bones of the Earth


This family of spells causes tall objects to spring forth from the ground, attacking targets and changing the terrain.

Pine Spears (Wood)

6th Level Spell
Casting Time: 1 action
Range: 200 feet
Duration: Instantaneous
AC: 5
Hit Points:10

10 trees sprout from the earth and grow into a lush forest. Each tree is a 5 foot cylinder in diameter with a height of up to 30 feet. The ground where a tree appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each tree has 5 AC and 10 hit points. When reduced to 0 hit points the tree is destroyed

If a tree is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save. A creature that falls off a tree can make a Dexterity (Acrobatics) check against a DC 15 to take no damage.

If a tree is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity saving throw (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the tree or fall off it.

Pillars of Argyle  (Clay)

6th Level Spell
Casting Time: 1 action
Range: 120 feet
Duration: Instantaneous
Dimensions: 5 foot diameter cylinders with a height of up to 30 feet.
Number of Columns: 6 columns. Increase by 2 columns per slot level above 6th.
AC: 5
Hit Points: 30

6 columns of clay erupt from the ground. Each column is a 5 foot cylinder in diameter with a height of up to 30 feet. The ground where a column appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each column has 5 AC and 30 hit points. When reduced to 0 hit points the clay tower is destroyed and crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.

If a column is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save. A creature that falls off a column can make a Dexterity (Acrobatics) check against a DC 15 to take no damage.

If a column is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the column takes 6d6 bludgeoning damage and is restrained, pinched between the column and the obstacle. The restrained creature can use an action to make a Strength or Dexterity saving throw (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the column or fall off it.

 

Create Armour


1st Level Spell
Casting Time: Special. See description.
Range: Self
Duration: Up to 1 hour. Increase by 1 hour per two slot levels above 1st.

Armour appears over the caster’s body. The armour that is created is completely mundane and as such doesn’t resist any kind of elemental damage. Also, depending on the material of the armour there are some restrictions as to what kind of weapon can be created. The armour disappears when the spell ends.

The casting time of the spell is determined by the type of armour being created. Lighter armour takes less time than heavier armour. 

This spell can only create one kind of armour. If this spell is cast a second time while the spellcaster already has one armour created by the spell, the first armour disappears when the spell succeeds.

Create Light Armour (Plant, Forge)

Casting Time: Varies

The branch used to cast create armour determines which armour can be created from this skill. The armour must be selected from the armors category from the Gear Listings.

At Higher Levels:Add a +1 Magic bonus per two slot levels above 1st. 

Create Medium Armour (Plant, Clay, Rock, Forge, Ice)

Casting Time: Varies

The branch used to cast create armour determines which armour can be created from this skill. The armour must be selected from the armors category from the Gear Listings.

At Higher Levels: Add a +1 Magic bonus per two slot levels above 1st. 

Create Heavy Armour (Rock, Forge, Ice)

Min Level: 2nd
Casting Time: Varies

The branch used to cast create armour determines which armour can be created from this skill. The armour must be selected from the armors category from the Gear Listings.

At Higher Levels: Add a +1 Magic bonus per two slot levels above 2nd. 

 

Create Simple Gear


1st Level Spell
Casting Time: 1 action
Range: Self
Duration: Up to 1 hour. Increase by 1 hour per slot level above 1st

A simple item appears in the caster’s hands. The item must be selected from the Adventuring Gear table in the Player’s Handbook and cost no more than 10 gp and weigh no more than 5 lbs. The item disappears when the spell ends.

This spell can only make one kind of item. If this spell is cast a second time while the spellcaster already has one item created by the spell, the first item disappears when the spell succeeds.

Create Simple Gear (Plant, Clay, Rock, Forge, Ice)

The created gear must be reasonably constructible from the branch material used to cast the spell. For example, a blanket made from cloth (derived from a plant) makes sense. A frozen water blanket does not.

 

Create Solid Wall


1st Level Spell
Casting Time: 1 action
Duration: Concentration, up to 10 minutes

A wall of solid material springs into existence at a point you choose within range. The wall is 5 inches thick and is composed of 5-foot-by-5-foot panels. Each panel must be contiguous with at least one other panel. 

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing solid material. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of an element that can be damaged and thus breached. Each panel has an AC value and additional hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.

The wall disappears when the spell ends.

Wall of Wood (Plant)

Range: 250 feet
AC: 10
Hit Points: 8 per inch of thickness.
Panels: 3. Increase by 2 per slot level above 1st.

Wall of Thorns (Plant)

Spell-Level: 3rd Level Spell
Range: 120 feet
AC: 10
Hit Points: 2 per inch of thickness.
Damage: 1d8 piercing (wood) damage. Increase damage by 1d8 per slot level above 3rd.
Panels: 3. Increase by 3 per two slot levels above 3rd.

Creatures next to the wall for the first time in a round must make a dexterity save. On a failed save, a creature takes damage or half that on a success.

Wall of Clay (Clay)

Range: 120 feet
AC: 10
Hit Points: 5 per inch of thickness.
Panels: 5. Increase by 3 per two slot levels above 1st.

Wall of Brick (Clay)

Spell-Level: 3rd Level Spell
Range: 120 feet
AC: 12
Hit Points: 10 per inch of thickness.
Panels: 5. Increase by 2 per slot level above 3rd.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent. Otherwise, the wall disappears when the spell ends.

Wall of Rock (Rock)

Spell-Level: 3rd Level Spell
Range: 120 feet
AC: 14
Hit Points: 15 per inch of thickness.
Panels: 5. Increase by 2 per slot level above 3rd.

Wall of Stone (Rock)

Spell-Level: 5th Level Spell
Range: 120 feet
AC: 15
Hit Points: 30 per inch of thickness. 
Panels: 10. Increase by 2 per slot level above 5th.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent. Otherwise, the wall disappears when the spell ends.

Wall of Steel (Forge)

Spell-Level: 3rd Level Spell
Range: 60 feet
AC: 16
Hit Points: 20 per inch of thickness.
Panels: 2. Increase by 1 per slot level above 3rd.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent. Otherwise, the wall disappears when the spell ends.

Platinum Wall (Forge)

Spell-Level: 7th Level Spell
Range: 60 feet
AC: 18
Hit Points: 40 per inch of thickness.
Panels: 4. Increase by 1 per slot level above 7th.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent. Otherwise, the wall disappears when the spell ends.

Wall of Ice (Ice)

Spell-Level: 3rd Level Spell
Range: 120 feet
AC: 16
Hit Points: 15 per inch of thickness.
Damage: 2d6 cold (water) damage. Increase damage by 1d6 per slot level above 3rd.
Saving Throw: Constitution (Half)
Panels: 4. Increase by 2 per slot level above 3rd.

Creatures next to the wall for the first time in a round must make a saving throw. On a failed save, a creature takes damage or half that on a success.

Glacial Wall (Ice)

Spell-Level: 6th Level Spell
Range: 120 feet
AC: 16
Hit Points: 30 per inch of thickness.
Damage: 5d6 cold (water) damage. Increase damage by 2d6 per slot level above 6th.
Saving Throw: Constitution (Half)
Panels: 10. Increase by 2 per slot level above 6th.

Creatures next to the wall for the first time in a round must make a saving throw. On a failed save, a creature takes damage or half that on a success.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent. Otherwise, the wall disappears when the spell ends.

 

Create Weapon


1st Level Spell
Casting Time: 1 bonus action
Range: Self
Duration: Up to 5 minutes

A nonmagical weapon appears in the caster’s hand. The weapon that is created is completely mundane and as such doesn’t deal any kind of elemental damage. Also, depending on the material of the weapon there are some restrictions as to what kind of weapon can be created. The weapon disappears when the spell ends.

This spell can only create one kind of weapon. If this spell is cast a second time while the spellcaster already has one weapon created by the spell, the first weapon disappears when the spell succeeds.

Create Bludgeoning Melee Weapon (Plant, Clay, Rock, Forge, Ice)

Create a weapon that deals bludgeoning damage. The weapon must be selected from one of the weapons from the weapons category from the Gear Listings.

At Higher Levels:Add a +1 Magic bonus per two slot levels above 1st. The +1 bonus can be substituted with 1d6 damage of the branch’s element. For example, a clay weapon can deal fire damage.

Create Slashing Melee Weapon (Clay, Forge, Ice)

Create a weapon that deals slashing damage. The weapon must be selected from the weapons category from the Gear Listings.

At Higher Levels:Add a +1 Magic bonus per two slot levels above 1st. The +1 bonus can be substituted with 1d6 damage of the branch’s element. For example, a clay weapon can deal fire damage.

Create Piercing Melee Weapon (Plant, Forge, Ice)

Create a weapon that deals piercing damage. The weapon must be selected from the weapons category from the Gear Listings.

At Higher Levels:Add a +1 Magic bonus per two slot levels above 1st. The +1 bonus can be substituted with 1d6 damage of the branch’s element. For example, a clay weapon can deal fire damage.

Create Bow (Plant, Forge, Ice)

Create a bow or crossbow styled ranged weapon. The selected weapon comes with 50 pieces of ammunition to fire that disappears once this weapon disappears. The weapon must be selected from the weapons category from the Gear Listings. 

At Higher Levels:Add a +1 Magic bonus per two slot levels above 1st. The +1 bonus can be substituted with 1d6 damage of the branch’s element. For example, a clay weapon can deal fire damage.

Create Ammunition (Plant, Clay, Rock, Forge, Ice)

Create ammunition. The selected ammunition comes with 50 pieces of ammunition to fire that disappears once this weapon disappears. The ammunition deals damage typed to the type of element it was made from. The ammunition must be selected from the weapons category from the Gear Listings. 

 

Enrichment


3rd Level Spell
Casting Time: 8 hours
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.

Plant Growth (Plant)

Range: Self
Area: Half-mile radius

Bountiful Reserves (Fluid)

Range: Self
Area: Half-mile radius

 

Modify Terrain


1st Level Spell
Casting Time: 1 action

You modify the ground in an area starting from a point within range. For the duration, the area is considered difficult terrain.

Entangle (Plant)

Range: 90 ft.
Area: 20 foot square. Increase by 10 feet per slot level above 1st.
Duration: Concentration, up to 1 minute
Difficult Terrain: Expend 2 feet of movement per foot of movement

This spell creates various vines in the area. 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)

Spell-Level: 3rd Level Spell
Range: 120 ft. Increase by 50 feet per slot level above 3rd.
Area: 100 foot square. Increase by 10 feet per slot level above 3rd.
Duration: Concentration, up to 1 minute
Difficult Terrain: Expend 4 feet of movement per foot of movement

This spell causes plant life that already exists in the area to become greatly overgrown and difficult to traverse. This spell can only affect plant life that already exists in the area.

Earth Tremor (Rock)

Range: Self
Area: 10 foot radius. Increase by 10 feet per slot level above 1st.
Duration: Instantaneous
Difficult Terrain: Expend 2 feet of movement per foot of movement

You cause a tremor in the ground in an area. 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.

Icy Terrain (Ice)

Spell-Level: 2nd Level Spell
Range: 90 ft.
Area: 15 foot radius on the ground. Increase by 10 feet per slot level above 2nd.
Duration: Concentration, up to 1 minute
Difficult Terrain: Expend 2 feet of movement per foot of movement

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

 

Move Earth


5th Level Spell
Casting Time: 1 action
Range: 120 ft.
Duration: Concentration, up to 2 hours

You modify the ground in an area starting from a point within range. For the duration, the area is considered difficult terrain.

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape certain elements of the earth in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on.

It takes 10 minutes for these changes to complete. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.

Move Plants (Plant)

Spell Level: 6th Level Spell

This spell only affects plant life and the soil beneath it. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Move Clay (Clay)

This spell only affects clay. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.

Move Rock (Plant)

Spell Level: 7th Level Spell

This spell only affects rocks, stones, and the earth beneath them. Structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.

Move Sand (Plant)

This spell only affects sand. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.

 

Shape Object


4th Level Spell
Casting Time: 1 action
Duration: Instantaneous

You touch an object of Medium size or smaller or a section of the object no more than the size of an area and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

Clay Shape (Clay)

Range: 60 feet
Area: 10-foot-cube

Clay Shape is limited to objects made of clay.

Stone Shape (Rock)

Range: Touch
Area: 5-foot-cube

Stone Shape is limited to objects made of rock or stone.

Steel Shape (Forge)

Range: Touch
Area: 5-foot-cube

Steel Shape is limited to objects made of metal as strong as steel. Stronger metals are too difficult to meld.

Ice Shape (Rock)

Range: 60 feet
Area: 15-foot-cube

Ice Shape is limited to objects made of ice.

 

Shield


1st Level Spell
Range: Self

You quickly create pieces of solid material to take attacks meant for you. While the duration is in effect you gain a bonus to AC. 

Wood Shield (Plant)

Casting Time: 1 action
Duration: Concentration, up to 10 minutes. Increase duration by 10 minutes per slot level above 1st.
AC Bonus: +2 AC

You create a small buckler made of wood that springs up to block attacks. 

Rock Cover (Rock)

Casting Time: 1 reaction, which you take when you are hit by an attack
Duration: Instant
AC Bonus: +10 AC. Increase by 2 AC per slot level above 1st.

You raise the earth between you and the attack. This bonus to AC is applied against the triggering attack.

Blade Ward (Forge)

Casting Time: 1 action
Duration: 1 round
AC Bonus: +2 AC. At 5th slot level and higher the AC bonus increases to +4 AC.

Small pieces of metallic dust begins to spring forth in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Ice Block (Ice)

Casting Time: 1 reaction, which you take when you are hit by an attack
Duration: 1 round
AC Bonus: +5 AC. Increase by 1 AC per two slot levels above 1st.

You solidify the moisture in the air into ice to block the attack. This bonus to AC is applied against the triggering attack.

Spells: Structural

Tan Suo Gelatos