Spells: Structural

Contents

Create Armour
- Create Wooden Armor
- Create Clay Armor
- Create Rock Armor
- Create Metal Armor
- Create Ice Armor
Create Gear
- Create Softwood Gear
- Create Hardwood Gear
- Create Everwood Tools
- Create Clay Gear
- Create Clay Tools
- Create Stone Gear
- Create Obsidian Tools
- Create Iron Gear
- Create Iron Tools
- Create Steel Items
- Create Platinum Tools
- Create Ice Gear
- Create Ice Tools
Create Pillars
- Pine Spear
- Wildwood
- Column
- Pillars of Argyle
- Stalagmite
- Glacier
Create Solid Wall
- Wall of Wood
- Wall of Thorns
- Wall of Clay
- Wall of Brick
- Wall of Rock
- Wall of Stone
- Wall of Obsidian
- Wall of Steel
- Platinum Wall
- Wall of Ice
- Glacial Wall
Create Weapon
- Shillelagh
-
Create Softwood Weapon
- Create Hardwood Weapon
- Create Everwood Weapon
- Porcelain Strike
- Create Porcelain Weapon
- Earthen Weaponry
- Create Stone Weapon
- Create Obsidian Weapon
- Instant Forge
- Create Iron Weapon
- Create Steel Weapon
- Create Platinum Weapon
- Frozen Weapons
- Create Ice Weapon
Enrichment
- Plant Growth
- Bountiful Reserves
Shape Object
- Clay Shape
- Stone Shape
- Steel Shape
- Ice Shape
Shield
- Wood Shield
- Rock Cover
- Blade Ward
- Ice Block

 

Create Armour


This family of spells creates armor for the caster.

 

Create Wooden Armor (Plantation)

1st Level Spell
Casting Time: Special. See description.
Range: Self
Duration: Up to 8 hours.

Armour appears over the caster’s body or within their hands. The armour that is created is made of wood and must be selected from the available armors. Check the gear listings's branch category for valid armors that can be made with this spell. 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. Check the casting time section of the armor chosen to determine casting time.

This spell can only create one piece 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 unless a permanency ability is used.

 

Create Clay Armor (Clay)

1st Level Spell
Casting Time: Special. See description.
Range: Self
Duration: Up to 8 hours.

Armour appears over the caster’s body or within their hands. The armour that is created is made of clay and must be selected from the available armors. Check the gear listings's branch category for valid armors that can be made with this spell. 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. Check the casting time section of the armor chosen to determine casting time.

This spell can only create one piece 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 unless a permanency ability is used.

 

Create Rock Armor (Rock)

1st Level Spell
Casting Time: Special. See description.
Range: Self
Duration: Up to 8 hours.

Armour appears over the caster’s body or within their hands. The armour that is created is made of rock and must be selected from the available armors. Check the gear listings's branch category for valid armors that can be made with this spell. 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. Check the casting time section of the armor chosen to determine casting time.

This spell can only create one piece 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 unless a permanency ability is used.

 

Create Metal Armor (Forge)

1st Level Spell
Casting Time: Special. See description.
Range: Self
Duration: Up to 8 hours.

Armour appears over the caster’s body or within their hands. The armour that is created is made of metal and must be selected from the available armors. Check the gear listings's branch category for valid armors that can be made with this spell. 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. Check the casting time section of the armor chosen to determine casting time.

This spell can only create one piece 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 unless a permanency ability is used.

 

Create Ice Armor (Ice)

1st Level Spell
Casting Time: Special. See description.
Range: Self
Duration: Up to 8 hours.

Armour appears over the caster’s body or within their hands. The armour that is created is made of ice and must be selected from the available armors. Check the gear listings's branch category for valid armors that can be made with this spell. 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. Check the casting time section of the armor chosen to determine casting time.

This spell can only create one piece 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 unless a permanency ability is used.

 

Create Gear


This family of spells allows the user to create gear.

 

Create Softwood Gear (Wood Fundamental)

1st Level Spell
Casting Time: 10 minutes
Range: 5 ft.
Duration: Up to 8 hours.

A simple item constructed from softwood is created beside the caster. The item must be simple in make, for example items from the Adventuring Gear section and cost no more than 10 gp, weigh no more than 15 lbs, and fit within a 5 ft cube. The item disappears when the spell ends.

 

Create Hardwood Gear (Wood Fundamental)

1st Level Spell
Casting Time: 10 minutes
Range: 5 ft.
Duration: Up to 8 hours.

A simple item constructed from hardwood is created beside the caster. The item must be simple in make, for example items from the Adventuring Gear section and cost no more than 15 gp, weigh no more than 20 lbs, and fit within a 10 ft cube. The item disappears when the spell ends.

At Higher Levels. Increase the gold cost by 10 gp, weight by 10 lbs, and size by 5 square foot per slot level above 1st.

 

Create Everwood Tools (Plantation)

2nd Level Spell
Casting Time: 1 hour
Range: Self
Duration: Up to 8 hours.

A simple tool made from everwood takes form in the caster’s hands. The item can be complex and require precision crafting to create, for example items from the Tools section. The item must cost no more than 50 gp, weigh no more than 3 lbs, and fit within a 1 ft cube. The item disappears when the spell ends.

At Higher Levels. Increase the gold cost by 25 gp, weight by 1.5 lbs, and size by 1 square foot per slot level above 1st.

 

Create Clay Gear (Fire Fundamental)

1st Level Spell
Casting Time: 10 minutes
Range: 5 ft.
Duration: Up to 8 hours.

A simple item constructed from clay is created beside the caster. The item must be simple in make, for example items from the Adventuring Gear section and cost no more than 10 gp, weigh no more than 15 lbs, and fit within a 5 ft cube. The item disappears when the spell ends.

 

Create Clay Tools (Clay)

1st Level Spell
Casting Time: 1 hour
Range: Self
Duration: Up to 8 hours.

A simple tool made from clay takes form in the caster’s hands. The item can be complex and require precision crafting to create, for example items from the Tools section. The item must cost no more than 50 gp, weigh no more than 3 lbs, and fit within a 1 ft cube. The item disappears when the spell ends.

At Higher Levels. Increase the gold cost by 25 gp, weight by 1.5 lbs, and size by 1 square foot per slot level above 1st.

 

Create Stone Gear (Earth Fundamental)

1st Level Spell
Casting Time: 10 minutes
Range: 5 ft.
Duration: Up to 8 hours.

A simple item constructed from stone is created beside the caster. The item must be simple in make, for example items from the Adventuring Gear section and cost no more than 10 gp, weigh no more than 15 lbs, and fit within a 5 ft cube. The item disappears when the spell ends.

 

Create Obsidian Tools (Rock and Forge)

5th Level Spell
Casting Time: 1 hour
Range: Self
Duration: Up to 8 hours.

A simple tool made from stone takes form in the caster’s hands. This tool is made of a special material and the caster must have access to both Rock and Forge branches to cast or cast the spell in conjunction with another caster who has access to this spell with the missing branch needed.

The item can be complex and require precision crafting to create, for example items from the Tools section. The item must cost no more than 500 gp, weigh no more than 3 lbs, and fit within a 1 ft cube. The item disappears when the spell ends.

At Higher Levels. Increase the gold cost by 250 gp, weight by 1.5 lbs, and size by 1 square foot per slot level above 1st.

 

Create Iron Gear (Metal Fundamental)

1st Level Spell
Casting Time: 10 minutes
Range: 5 ft.
Duration: Up to 8 hours.

A simple item constructed from iron is created beside the caster. The item must be simple in make, for example items from the Adventuring Gear section. The item must cost no more than 10 gp, weigh no more than 15 lbs, and fit within a 5 ft cube. The item disappears when the spell ends.

 

Create Iron Tools (Forge)

1st Level Spell
Casting Time: 1 hour
Range: Self
Duration: Up to 8 hours.

A simple tool made from iron takes form in the caster’s hands. The item can be complex and require precision crafting to create, for example items from the Tools section. The item must cost no more than 50 gp, weigh no more than 3 lbs, and fit within a 1 ft cube. The item disappears when the spell ends.

At Higher Levels. Increase the gold cost by 25 gp, weight by 1.5 lbs, and size by 1 square foot per slot level above 1st.

 

Create Steel Items (Forge)

2nd Level Spell
Casting Time: 1 hour
Range: Self
Duration: Up to 8 hours.

A simple tool made from steel takes form in the caster’s hands. The item can be complex and require precision crafting to create, for example items from the Adventuring Gear or Tools section. The item must cost no more than 100 gp, weigh no more than 15 lbs, and fit within a 5 ft cube. The item disappears when the spell ends.

At Higher Levels. Increase the gold cost by 50 gp, weight by 2 lbs, and size by 1 square foot per slot level above 1st.

 

Create Platinum Tools (Forge)

4th Level Spell
Casting Time: 1 hour
Range: Self
Duration: Up to 8 hours.

A simple tool made from iron takes form in the caster’s hands. The item can be complex and require precision crafting to create, for example items from the Tools section. The item must cost no more than 500 gp, weigh no more than 3 lbs, and fit within a 1 ft cube. The item disappears when the spell ends.

The item can be complex and require precision crafting to create, for example items from the Tools section. The item must cost no more than 400 gp, weigh no more than 2 lbs, and fit within a 1 ft cube. The item disappears when the spell ends.

At Higher Levels. Increase the gold cost by 200 gp, weight by 1 lbs, and size by 1 square foot per slot level above 1st.

 

Create Ice Gear (Water Fundamental)

1st Level Spell
Casting Time: 10 minutes
Range: 5 ft.
Duration: Up to 8 hours.

A simple item constructed from ice is created beside the caster. The item must be simple in make, for example items from the Adventuring Gear section and cost no more than 10 gp, weigh no more than 15 lbs, and fit within a 5 ft cube. The item disappears when the spell ends.

 

Create Ice Tools (Ice)

1st Level Spell
Casting Time: 1 hour
Range: Self
Duration: Up to 8 hours.

A simple tool made from ice takes form in the caster’s hands. The item can be complex and require precision crafting to create, for example items from the Tools section. The item must cost no more than 50 gp, weigh no more than 3 lbs, and fit within a 1 ft cube. The item disappears when the spell ends.

At Higher Levels. Increase the gold cost by 25 gp, weight by 1.5 lbs, and size by 1 square foot per slot level above 1st.

 

Create Pillars


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

 

Pine Spear (Wood)

4th Level Spell
Casting Time: 1 action
Range: 200 feet
Duration: Instantaneous

A spear of wood sprout from the earth and pierces into the sky. The spear is a 10 ft. cylinder and grows to 30 ft in height. If the spear is created under creatures, those creatures must make a Dexterity saving throw. On failure, the creature takes 12d6 Stab (Wood) damage and raises to the top of the spear. The caster can choose to round the top of the spear to have it deal no damage. A creature that falls off the spear can make a Dexterity (Acrobatics) check against a DC 15 to take no damage.

If a spear is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 4d6 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 spear or fall off it.

 

Wildwood (Wood)

6th Level Spell
Casting Time: 1 action
Range: 200 feet
Duration: Instantaneous

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.

 

Column (Clay)

2nd Level Spell
Casting Time: 1 action
Range: 120 feet
Duration: Instantaneous

A column of clay erupts from the earth. The column fits inside of a 5 ft. square and grows to 20 ft in height. If the column is created under a creature, that creature must make a Dexterity saving throw. On failure, the creature takes 5d6 Force (Fire) damage and raises to the top of the column. The caster can slow the force of the column to have it deal no damage. A creature that falls off the 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 pillar takes 3d6 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 column or fall off it.

 

Pillars of Argyle (Clay)

6th Level Spell
Casting Time: 1 action
Range: 120 feet
Duration: Instantaneous

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 4d6 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.

 

Stalagmite (Rock)

2nd Level Spell
Casting Time: 1 action
Range: 120 feet
Duration: Instantaneous

A pillar of rock erupts from the earth. The stalagmite fits inside of a 5 ft. square and grows to 15 ft in height. If the stalagmite is created under a creature, that creature must make a Dexterity saving throw. On failure, the creature takes 6d8 Stab (Earth) damage and raises to the top of the stalagmite. The caster can slow the force of the stalagmite to have it deal no damage. A creature that falls off the column can make a Dexterity (Acrobatics) check against a DC 15 to take no damage.

If a stalagmite is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 3d6 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 stalagmite or fall off it.

 

Glacier (Ice)

5th Level Spell
Casting Time: 1 action
Range: 120 feet
Duration: Instantaneous

A glacier of pure ice erupts from the earth and pierces into the sky. The glacier is a 10 ft. cylinder and grows to 30 ft in height. If the glacier is created under creatures, those creatures must make a Dexterity saving throw. On failure, the creature takes 10d6 Stab (Water) damage and 6d6 Cold (Water) damage and raises to the top of the glacier. A creature that falls off the spear can make a Dexterity (Acrobatics) check against a DC 15 to take no damage.

If a spear is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 4d6 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 spear or fall off it.

 

Create Solid Wall


This family of spells causes a mass of material spring forth from the ground.

 

Wall of Wood (Plant)

1st Level Spell
Casting Time: 1 action
Range: 250 feet
Duration: Concentration, up to 10 minutes

A wall of soft springs into existence at a point you choose within range. The wall is 5 inches thick and is composed of three 5-foot-by-5-foot panels. Each panel must be contiguous with at least one other panel. The walls have 5 HP per inch of thickness and have 12 AC.

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.

At Higher Levels:Increase the number of panels created by 2 per slot level above 1st

 

Wall of Thorns (Plant)

1st Level Spell
Casting Time: 1 action
Range: 120 feet
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 three 5-foot-by-5-foot panels. Each panel must be contiguous with at least one other panel. The walls have 2 HP per inch of thickness and have 12 AC.

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.

Creatures next to the wall for the first time in a round must make a dexterity saving throw. On a failed save, a creature takes 1d8 stab (Wood) damage or half that on a success.

The wall disappears when the spell ends.

At Higher Levels:Increase the number of panels created by 2 per slot level above 1st

 

Wall of Clay (Clay)

1st Level Spell
Casting Time: 1 action
Range: 120 feet
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 five 5-foot-by-5-foot panels. Each panel must be contiguous with at least one other panel. The walls have 5 HP per inch of thickness and have 10 AC.

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.

At Higher Levels:Increase the number of panels created by 2 per slot level above 1st

 

Wall of Brick (Clay)

3rd Level Spell
Casting Time: 1 action
Range: 120 feet
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 five 5-foot-by-5-foot panels. Each panel must be contiguous with at least one other panel. The walls have 10 HP per inch of thickness, a damage threshold of 5, and have 14 AC.

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.

At Higher Levels:Increase the number of panels created by 2 per slot level above 3rd

 

Wall of Rock (Rock)

3rd Level Spell
Casting Time: 1 action
Range: 120 feet
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 five 5-foot-by-5-foot panels. Each panel must be contiguous with at least one other panel. The walls have 10 HP per inch of thickness and have 15 AC.

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.

At Higher Levels:Increase the number of panels created by 2 per slot level above 3rd

 

Wall of Stone (Rock)

5th Level Spell
Casting Time: 1 action
Range: 120 feet
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 ten 5-foot-by-5-foot panels. Each panel must be contiguous with at least one other panel. The walls have 10 HP per inch of thickness, a damage threshold of 5, and have 15 AC.

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.

At Higher Levels:Increase the number of panels created by 2 per slot level above 5th

 

Wall of Obsidian (Rock and Forge)

7th Level Spell
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 10 minutes

A wall of obsidian springs into existence at a point you choose within range. This wall is made of a special material and the caster must have access to both Rock and Forge branches to cast or cast the spell in conjunction with another caster who has access to this spell with the missing branch needed.

The wall is 5 inches thick and is composed of two 5-foot-by-5-foot panels. Each panel must be contiguous with at least one other panel. The walls have 20 HP per inch of thickness, a damage threshold of 20, and have 25 AC.

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.

At Higher Levels:Increase the number of panels created by 2 per slot level above 5th

 

Wall of Steel (Forge)

3rd Level Spell
Casting Time: 1 action
Range: 60 feet
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 two 5-foot-by-5-foot panels. Each panel must be contiguous with at least one other panel. The walls have 10 HP per inch of thickness, a damage threshold of 10, and have 17 AC.

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.

At Higher Levels:Increase the number of panels created by 2 per slot level above 3rd

 

Platinum Wall (Forge)

7th Level Spell
Casting Time: 1 action
Range: 60 feet
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 four 5-foot-by-5-foot panels. Each panel must be contiguous with at least one other panel. The walls have 15 HP per inch of thickness, a damage threshold of 15, and have 19 AC.

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.

At Higher Levels:Increase the number of panels created by 2 per slot level above 7th

 

Wall of Ice (Ice)

3rd Level Spell
Casting Time: 1 action
Range: 120 feet
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 four 5-foot-by-5-foot panels. Each panel must be contiguous with at least one other panel. The walls have 15 HP per inch of thickness, a damage threshold of 10, and have 15 AC.

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.

Creatures next to the wall for the first time in a round must make a Constitution saving throw. On a failed save, a creature takes 2d6 cold (Water) damage or half that on a success.

The wall disappears when the spell ends.

At Higher Levels:Increase the number of panels created by 2 per slot level above 3rd

 

Glacial Wall (Ice)

6th Level Spell
Casting Time: 1 action
Range: 120 feet
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 ten 5-foot-by-5-foot panels. Each panel must be contiguous with at least one other panel. The walls have 15 HP per inch of thickness, a damage threshold of 10, and have 17 AC.

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.

Creatures next to the wall for the first time in a round must make a Constitution saving throw. On a failed save, the creature takes 5d6 cold (Water) damage or half that on a success.

The wall disappears when the spell ends.

At Higher Levels:Increase the number of panels created by 2 per slot level above 6th

 

Create Weapon


This family of spells creates a single weapon in the user's hands.

 

Shillelagh (Plant)

Cantrip
Casting Time: 1 bonus action
Range: Self
Duration: 1 minute

You create a simple or martial weapon or 5 pieces of ammunition made of softwood in your hands. If you choose a weapon it must be selected from the weapons category from the Gear Listings.

 

Create Softwood Weapon (Wood Fundamental)

1st Level Spell
Casting Time: 1 bonus action
Range: Self
Duration: Up to 8 hours

A weapon made of softwood appears in the caster’s hand. The weapon must be a simple or martial weapon selected from one of the Weapons in the Equipment section and be able to be constructed from softwood. The weapon disappears when the spell ends.

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

 

Create Hardwood Weapon (Plantation)

1st Level Spell
Casting Time: 1 bonus action
Range: Self
Duration: Up to 8 hours

A weapon made of hardwood appears in the caster’s hand. The weapon must be a simple or martial weapon selected from one of the Weapons in the Equipment section and be able to be constructed from hardwood. The weapon disappears when the spell ends.

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

 

Create Everwood Weapon (Plantation)

2nd Level Spell
Casting Time: 1 bonus action
Range: Self
Duration: Up to 8 hours

A weapon made of everwood appears in the caster’s hand. The weapon must be a simple or martial weapon selected from one of the Weapons in the Equipment section and be able to be constructed from everwood. The weapon disappears when the spell ends.

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

 

Porcelain Strike (Clay)

Cantrip
Casting Time: 1 bonus action
Range: Self
Duration: 1 minute

You create a simple or martial weapon or 5 pieces of ammunition made of porcelain in your hands. If you choose a weapon it must be selected from the weapons category from the Gear Listings.

 

Create Porcelain Weapon (Clay)

1st Level Spell
Casting Time: 1 bonus action
Range: Self
Duration: Up to 8 hours

A weapon made of porcelain appears in the caster’s hand. The weapon must be a simple or martial weapon selected from one of the Weapons in the Equipment section and be able to be constructed from porcelain. The weapon disappears when the spell ends.

At Higher Levels: Add a +1 Magic bonus per three slot levels above 1st. The +1 bonus can be substituted with 1d6 burn (Fire) damage.

 

Earthen Weaponry (Rock)

Cantrip
Casting Time: 1 bonus action
Range: Self
Duration: 1 minute

You create a simple or martial weapon or 5 pieces of ammunition made of stone in your hands. If you choose a weapon it must be selected from the weapons category from the Gear Listings.

 

Create Stone Weapon (Rock)

1st Level Spell
Casting Time: 1 bonus action
Range: Self
Duration: Up to 8 hours

A weapon made of stone appears in the caster’s hand. The weapon must be a simple or martial weapon selected from one of the Weapons in the Equipment section and be able to be constructed from stone. The weapon disappears when the spell ends.

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

 

Create Obsidian Weapon (Rock and Forge)

6th Level Spell
Casting Time: 1 bonus action
Range: Self
Duration:Up to 8 hours

A weapon made of obsidian appears in the caster’s hand. This weapon is made of a special material and the caster must have access to both Rock and Forge branches to cast or cast the spell in conjunction with another caster who has access to this spell with the missing branch needed.

The created weapon must be a simple or martial weapon selected from one of the Weapons in the Equipment section and be able to be constructed from obsidian. The weapon disappears when the spell ends.

At Higher Levels: Add a +1 Magic bonus per slot levels above 5th.

 

Instant Forge (Forge)

Cantrip
Casting Time: 1 bonus action
Range: Self
Duration: 1 minute

You create a simple or martial weapon or 5 pieces of ammunition made of iron in your hands. If you choose a weapon it must be selected from the weapons category from the Gear Listings.

 

Create Iron Weapon (Forge)

1st Level Spell
Casting Time: 1 bonus action
Range: Self
Duration: Up to 8 hours

A weapon made of iron appears in the caster’s hand. The weapon must be a simple or martial weapon selected from one of the Weapons in the Equipment section and be able to be constructed from iron. The weapon disappears when the spell ends.

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

 

Create Steel Weapon (Forge)

2nd Level Spell
Casting Time: 1 bonus action
Range: Self
Duration: Up to 8 hours

A weapon made of steel appears in the caster’s hand. The weapon must be a simple or martial weapon selected from one of the Weapons in the Equipment section and be able to be constructed from steel. The weapon disappears when the spell ends.

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

 

Create Platinum Weapon (Forge)

5th Level Spell
Casting Time: 1 bonus action
Range: Self
Duration:Up to 8 hours

A weapon made of platinum appears in the caster’s hand. The weapon must be a simple or martial weapon selected from one of the Weapons in the Equipment section and be able to be constructed from platinum. The weapon disappears when the spell ends.

At Higher Levels: Add a +1 Magic bonus per slot level above 5th to a maximum of +3 at 8th.

 

Frozen Weapons (Ice)

Cantrip
Casting Time: 1 bonus action
Range: Self
Duration: 1 minute

You create a simple or martial weapon or 5 pieces of ammunition made of ice in your hands. If you choose a weapon it must be selected from the weapons category from the Gear Listings.

 

Create Ice Weapon (Ice)

2nd Level Spell
Casting Time: 1 bonus action
Range: Self
Duration: Up to 8 hours

A weapon made of ice appears in the caster’s hand. The weapon must be a simple or martial weapon selected from one of the Weapons in the Equipment section and be able to be constructed from ice. The weapon disappears when the spell ends.

At Higher Levels: Add a +1 Magic bonus per two slot levels above 2nd. The +1 bonus can be substituted with 1d6 cold (Water) damage.

 

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
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
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.

 

Shape Object


This family of spells allows a caster to reshape various materials into new and varied forms or destroy it entirely.

 

Clay Shape (Clay)

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

You touch an object made of clay of Medium size or smaller or a section of the object no more than the size of a 5-foot-cube. If the object is made of other materials in addition to clay, this spell only affects the clay components. Make a melee spell attack at advantage against the AC of the material. If the attack hits, the material takes 3d12 + 15 stab damage. If the damage reduces the object to 0 hit points you can then begin manipulating the object.

You can mold the material into any shape that suits your purpose. So, for example, you could shape the material into a weapon, idol, or coffer. You could affect a wall and create an opening within it or reshape it into a door with hinges and a latch. You can also destroy it completely, dissolving the material into ether.

At Higher Levels: Increase the damage by 1d12 per slot level above 4th.

 

Stone Shape (Rock)

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

You touch an object made of rock of Medium size or smaller or a section of the object no more than the size of a 5-foot-cube. If the object is made of other materials in addition to rock, this spell only affects the rock components. Make a melee spell attack at advantage against the AC of the material. If the attack hits, the material takes 3d12 + 15 stab damage. If the damage reduces the object to 0 hit points you can then begin manipulating the object.

You can mold the material into any shape that suits your purpose. So, for example, you could shape the material into a weapon, idol, or coffer. You could affect a wall and create an opening within it or reshape it into a door with hinges and a latch. You can also destroy it completely, dissolving the material into ether.

At Higher Levels: Increase the damage by 1d12 per slot level above 4th. Casting this spell at a higher level allows it to also affect Obsidian if the caster has access to the Forge branch.

 

Steel Shape (Forge)

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

You touch an object made of iron or steel of Medium size or smaller or a section of the object no more than the size of a 5-foot-cube. If the object is made of other materials in addition to iron or steel, this spell only affects the iron and steel components. Make a melee spell attack at advantage against the AC of the material. If the attack hits, the material takes 3d12 + 15 stab damage. If the damage reduces the object to 0 hit points you can then begin manipulating the object.

You can mold the material into any shape that suits your purpose. So, for example, you could shape the material into a weapon, idol, or coffer. You could affect a wall and create an opening within it or reshape it into a door with hinges and a latch. You can also destroy it completely, dissolving the material into ether.

This spell can be used in conjunction with another caster's casting of Stone Shape to affect Obsidian. Only the Stone Shape casting damage applies.

At Higher Levels: Increase the damage by 1d12 per slot level above 4th. Casting this spell at a higher level allows it to also affect Platinum.

 

Ice Shape (Ice)

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

You touch an object made of ice of Medium size or smaller or a section of the object no more than the size of a 5-foot-cube. If the object is made of other materials in addition to ice, this spell only affects the ice components. Make a melee spell attack at advantage against the AC of the material. If the attack hits, the material takes 3d12 + 15 stab damage. If the damage reduces the object to 0 hit points you can then begin manipulating the object.

You can mold the material into any shape that suits your purpose. So, for example, you could shape the material into a weapon, idol, or coffer. You could affect a wall and create an opening within it or reshape it into a door with hinges and a latch. You can also destroy it completely, dissolving the material into ether.

At Higher Levels: Increase the damage by 1d12 per slot level above 4th.

 

Shield


This family of spells allows you to quickly create pieces of solid material to take attacks meant for you.

 

Wood Shield (Plant)

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

You create a small buckler made of wood that springs up to block attacks. While the duration is in effect you gain a +2 bonus to AC.

 

Rock Cover (Rock)

1st Level Spell
Casting Time: 1 reaction, which you take when you are hit by an attack
Range: Self
Duration: Instantaneous

You raise the earth between you and the attack. You gain a +10 bonus to AC against the triggering attack.

 

Blade Ward (Forge)

1st Level Spell
Casting Time: 1 action
Range: Self
Duration: 1 round

Small pieces of metallic dust begins to spring forth in the air. Until the end of your next turn, you have resistance against force, stab, and rending damage dealt by weapon attacks and gain a +2 bonus to AC.

 

Ice Block (Ice)

1st Level Spell
Casting Time: 1 reaction, which you take when you are hit by an attack
Range: Self
Duration: 1 round

You solidify the moisture in the air into ice to block the attack. You gain a +4 bonus to AC against the triggering attack and maintain this AC bonus until the start of your next turn.

Spells: Structural

Tan Suo Gelatos