TEXT: ELEMENTAL MAGIC 
   
   
  i 
   
   
   
   
  
  ELEMENTAL MAGIC 
   
   
  ii 
   
  Legalese 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, 
  and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast 
  in the USA and other countries. 
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for Dungeon Masters Guild. 
   
  All other original material in this work is copyright 2019 by Mark Burton (aka Lord Rumfish) and published under the 
  Community Content Agreement for Dungeon Masters Guild. 
   
   
   
   
  Design: Mark “Lord Rumfish” Burton. 
   
  Art: DMs Guild Creator Resources presented by Wizards of the Coast, “Arcana Games” 
  Dungeon Masters Guild Logo Pack presented by Arcana Games, Aaron Lee from Character Stock Art II hosted on 
  Dungeon Masters Guild, Dungeon Painter Online hosted by pyromancers.com, and the following artists hosted by 
  Pixabay: Free-Photos, Gordon Johnson (cover image), jodeng, Karen Nadine, Leandro De Carvalho, Okan Caliskan, 
  Parker West, skylarvision, StockSnap, WikiImages. 
   
  Proofing: Lord Rumfish, Mary. 
   
  Special thanks: See Foreword. 
  Contacting the Author: Lord Rumfish can be reached at lordrumfish@gmail.com. 
   
  
  ELEMENTAL MAGIC 
   
   
  iii 
   
  FOREWORD 
   
  People have been trying to make sense of the nature of reality from the beginning. This led to a series of 
  arbitrary categorizations to group reality into (animal, vegetable, or mineral comes to mind), which 
  made sense at the time but seem woefully anachronistic and wrongheaded now. In Western culture, 
  one categorization we still seem to carry with us is the grouping of the elements into air, earth, fire, and 
  water. Among the ancient Greek philosophers, Thales believed the substance that composed reality was 
  water, Anaximenes believed it to be air, Heraclitus said the arche was fire. 
   
  Heraclitus was correct. 
   
  Welcome to Codex Five of the Enchiridia Mysteria. In this collection of 64 spells about air, earth, fire, 
  and water you will find new ways to express an elementally-themed character with access to these 
  spells. Most of the spells are conjuration or evocation, but almost every school makes an appearance 
  (sorry divination and enchantment). The spell Drown returns here, and Living Statue is inspired by the 
  old spell Statue but works differently (for a spell that works similarly to the original Statue, check out I 
  am a Rock from Spells from Elsewhere). Manshoon’s Xorn Talons is inspired by a spell description given 
  by Ed Greenwood, but was never made official. The other 61 spells are brand-new! 
   
  You might see some familiar names on some spells in this tome. Dynaheir was part of the canon party of 
  the Bhaalspawn during the events of the Baldur’s Gate games, a Rashemi woman with dark skin who 
  was part of the Wychlaran spellcasters (her companion Minsc might be better-known). Here you can 
  find a 2nd-level evocation she developed for spellcasters who are still waiting to acquire Fireball. The 
  formidable and ever-scheming villain Manshoon developed some spells during his career as well (or at 
  least, one of his many clones did), and a couple of them can be found in this collection. Xakitan I will 
  leave as a mystery to be solved by the Storyteller. 
   
  Am I thanking Mom and Dad yet again in this foreword? Of course I am! I can never thank them enough. 
  Dad is a geologist, and I’m sure he has contributed to the earth spells herein indirectly. I would also like 
  to thank my Grandma and Papaw this time: though they are no longer with us in linear time, I have no 
  doubt that Papaw’s love of storytelling and Grandma’s degree in English both assisted me in more ways 
  than I can enumerate. My gaming friends have had their share of elemental concepts over the years, too 
  many to list here. Special thanks to my friend James A., who has had a water mage in his lineup for going 
  on 20 years, and to my friend Bob, who likes playing with fire magic. 
   
  To Mary, who encompasses every element, we both know that the elemental groupings are arbitrary. 
  Despite the outdated and questionable categorizations that exist in the world, I hope we can bring a son 
  into the world who recognizes the arbitrary nature of things yet can still enjoy them. Things don’t have 
  to make sense to be fun. 
   
  As for Gabriel, Corbin, and Ian: you know what the densest element is? Rock. 
   
  That’s wrong, it’s osmium. 
   
  
  ELEMENTAL MAGIC 
   
   
  iv 
   
  Table of Contents 
  Legalese .............................................................................................................................................. ii 
  FOREWORD ....................................................................................................................................... iii 
  SPELL LISTS ........................................................................................................................................... 1 
  SPELLS BY SAVING THROW ............................................................................................................... 5 
  SPELLS BY ELEMENT ............................................................................................................................ 6 
  ACID PATCH ...................................................................................................................................... 28 
  ANOINTING SMITE ............................................................................................................................ 28 
  ASHFALL ............................................................................................................................................ 28 
  AVALANCHE SMITE ........................................................................................................................... 29 
  BLAZING STRIKES .............................................................................................................................. 29 
  CASCADING SPARKS .......................................................................................................................... 29 
  CINDER SWINDLE .............................................................................................................................. 30 
  CLEAN AIR ......................................................................................................................................... 30 
  CLEANSING FIRE ................................................................................................................................ 30 
  CLOAK OF FIRE .................................................................................................................................. 31 
  CLOBBERING SMITE .......................................................................................................................... 31 
  CONJURE ROCK ................................................................................................................................. 31 
  CRUCIBLE FLAME ............................................................................................................................... 32 
  DEFLECT ............................................................................................................................................ 32 
  DEWDROP DANCE ............................................................................................................................. 32 
  DON’T BREAK THE ICE ....................................................................................................................... 33 
  DROWN ............................................................................................................................................. 33 
  DYNAHEIR’S FIREBURST .................................................................................................................... 34 
  ELEMENTAL FUSION .......................................................................................................................... 34 
  EXCAVATE ......................................................................................................................................... 35 
  FIERY SMITE ...................................................................................................................................... 35 
  FIREWALKING ................................................................................................................................... 35 
  FLAMING VOLLEY .............................................................................................................................. 36 
  FOSSILIZE .......................................................................................................................................... 36 
  FREEZING SMITE ............................................................................................................................... 37 
  GIFTS FROM THE INFERNO ................................................................................................................ 38 
  GIFTS FROM THE MOUNTAIN............................................................................................................ 39 
  
  ELEMENTAL MAGIC 
   
   
  v 
   
  GIFTS FROM THE OCEAN ................................................................................................................... 40 
  GIFTS FROM THE SKY ........................................................................................................................ 40 
  HEALING BREEZE ............................................................................................................................... 41 
  HEAT WAVE ...................................................................................................................................... 41 
  ICEBERG ............................................................................................................................................ 42 
  IGNITE ............................................................................................................................................... 42 
  INCINERATE....................................................................................................................................... 43 
  JUDGMENT BY THUNDERBOLT .......................................................................................................... 43 
  LIVING STATUE .................................................................................................................................. 44 
  MANSHOON’S ICE SKEWER ............................................................................................................... 44 
  MANSHOON’S XORN TALONS ........................................................................................................... 45 
  MOUNTAINCALLING ......................................................................................................................... 45 
  NO-FIRE RUSE ................................................................................................................................... 46 
  ORB OF LAVA .................................................................................................................................... 46 
  PHOENIX FIRE.................................................................................................................................... 47 
  RAIN .................................................................................................................................................. 47 
  RAZOR SCREE .................................................................................................................................... 47 
  ROCKFLESH ....................................................................................................................................... 47 
  SALTBLAST ........................................................................................................................................ 48 
  SHOCKING SMITE .............................................................................................................................. 48 
  SNAKING FLAMES ............................................................................................................................. 49 
  SOFTEN STONE .................................................................................................................................. 49 
  SPLASH .............................................................................................................................................. 49 
  STATIC CHARGE ................................................................................................................................. 49 
  STILLNESS .......................................................................................................................................... 50 
  STONESTEP ....................................................................................................................................... 50 
  THOUSAND-FIRE RUSE ...................................................................................................................... 51 
  TORCHLIGHT ..................................................................................................................................... 51 
  UNDERTOW ...................................................................................................................................... 52 
  VOLCANIC HAMMER ......................................................................................................................... 52 
  VOLCANO .......................................................................................................................................... 53 
  WATERS OF LIFE ................................................................................................................................ 54 
  WIND IN A BAG ................................................................................................................................. 54 
  
  ELEMENTAL MAGIC 
   
   
  vi 
   
  XAKITAN’S TORNADO ALLEY ............................................................................................................. 54 
  ZEPHYR ............................................................................................................................................. 55 
   
   
   
  
  ELEMENTAL MAGIC 
   
   
  1 
   
  SPELL LISTS 
   
  Bard Spells 
    
  CANTRIPS 
  Clean Air 
  Sand Jet 
  Soften Stone 
  Splash 
  Torchlight 
   
  1st LEVEL 
  Ashfall 
  Dewdrop Dance 
  Don’t Break the Ice 
  Ignite 
  Rockflesh 
  Zephyr 
   
  2nd LEVEL 
  Cinder Swindle 
  Excavate 
  Rain 
  Thousand-Fire Ruse 
  Undertow 
   
  3rd LEVEL 
  Heat Wave 
   
  4th LEVEL 
  Healing Breeze 
  No-Fire Ruse 
   
  7th LEVEL 
  Gifts from the Inferno 
  Gifts from the Mountain 
  Gifts from the Ocean 
  Gifts from the Sky 
   
  8th LEVEL 
  Fossilize 
   
   
   
   
  Cleric Spells 
    
  CANTRIPS 
  Clean Air 
  Conjure Rock 
  Soften Stone 
  Splash 
  Torchlight 
   
  1st LEVEL 
  Ashfall 
  Firewalking 
  Rockflesh 
  Stillness 
  Stonestep 
   
  2nd LEVEL 
  Excavate 
  Rain 
  Wind in a Bag 
   
  4th LEVEL 
  Cleansing Fire 
  Healing Breeze 
  Iceberg 
   
  5th LEVEL 
  Judgment by Thunderbolt 
  Waters of Life 
   
  7th LEVEL 
  Living Statue 
   
  9th LEVEL 
  Ghost Ship 
   
   
   
   
   
  Druid Spells 
    
  CANTRIPS 
  Clean Air 
  Conjure Rock 
  Sand Jet 
  Snaking Flames 
  Soften Stone 
  Splash 
  Torchlight 
   
  1st LEVEL 
  Acid Patch 
  Ashfall 
  Cloak of Fire 
  Dewdrop Dance 
  Don’t Break the Ice 
  Firewalking 
  Ignite 
  Razor Scree 
  Rockflesh 
  Stillness 
  Stonestep 
  Volcanic Hammer 
  Zephyr 
   
  
  ELEMENTAL MAGIC 
   
   
  2 
   
  2nd LEVEL 
  Cinder Swindle 
  Excavate 
  Rain 
  Saltblast 
  Thousand-Fire Ruse 
  Undertow 
  Wind in a Bag 
   
  3rd LEVEL 
  Heat Wave 
  Manshoon’s Xorn Talons 
  Orb of Lava 
  Static Charge 
   
  4th LEVEL 
  Cleansing Fire 
  Healing Breeze 
  Iceberg 
  No-Fire Ruse 
   
  5th LEVEL 
  Incinerate 
   
  7th LEVEL 
  Drown 
  Gifts from the Inferno 
  Gifts from the Mountain 
  Gifts from the Ocean 
  Gifts from the Sky 
  Living Statue 
   
  8th LEVEL 
  Fossilize 
   
  9th LEVEL 
  Mountaincalling 
  Volcano 
  Xakitan’s Tornado Alley 
   
   
   
   
   
   
  PALADIN Spells 
   
  1st LEVEL 
  Fiery Smite 
  Rockflesh 
  Stonestep 
   
  2nd LEVEL 
  Clobbering Smite 
  Freezing Smite 
  Shocking Smite 
   
  4th LEVEL 
  Anointing Smite 
  Avalanche Smite 
  Cleansing Fire 
  Healing Breeze 
   
  5th LEVEL 
  Blazing Strikes 
  Judgment by Thunderbolt 
  Waters of Life 
   
   
   
   
   
  Ranger Spells 
   
  1st LEVEL 
  Ashfall 
  Deflect 
  Dewdrop Dance 
  Don’t Break the Ice 
  Firewalking 
  Razor Scree 
  Stillness 
  Stonestep 
   
  2nd LEVEL 
  Cinder Swindle 
  Excavate 
  Rain 
  Thousand-Fire Ruse 
  Undertow 
  Wind in a Bag 
   
  3rd LEVEL 
  Heat Wave 
   
  4th LEVEL 
  Healing Breeze 
  Iceberg 
  No-Fire Ruse 
   
  5th LEVEL 
  Flaming Volley 
   
   
   
  Sorcerer Spells 
    
  CANTRIPS 
  Conjure Rock 
  Sand Jet 
  Snaking Flames 
  Splash 
   
  
  ELEMENTAL MAGIC 
   
   
  3 
   
  1st LEVEL 
  Acid Patch 
  Ashfall 
  Cloak of Fire 
  Deflect 
  Dewdrop Dance 
  Don’t Break the Ice 
  Ignite 
  Stonestep 
  Volcanic Hammer 
  Zephyr 
   
  2nd LEVEL 
  Dynaheir’s Fireburst 
  Manshoon’s Ice Skewer 
  Rain 
  Thousand-Fire Ruse 
  Undertow 
   
  3rd LEVEL 
  Manshoon’s Xorn Talons 
  Static Charge 
   
  4th LEVEL 
  Cascading Sparks 
  Iceberg 
  No-Fire Ruse 
  Phoenix Fire 
   
  7th LEVEL 
  Drown 
  Gifts from the Inferno 
  Gifts from the Mountain 
  Gifts from the Ocean 
  Gifts from the Sky 
  Living Statue 
   
  8th LEVEL 
  Crucible Flame 
  Fossilize 
   
  9th LEVEL 
  Ghost Ship 
  Mountaincalling 
  Volcano 
  Xakitan’s Tornado Alley 
   
   
   
   
   
  Warlock Spells 
   
  CANTRIPS 
  Snaking Flames 
  Torchlight 
   
  1st LEVEL 
  Acid Patch 
  Ashfall 
  Cloak of Fire 
  Ignite 
   
  2nd LEVEL 
  Cinder Swindle 
  Manshoon’s Ice Skewer 
  Saltblast 
   
  3rd LEVEL 
  Heat Wave 
  Manshoon’s Xorn Talons 
  Static Charge 
   
  5th LEVEL 
  Incinerate 
   
  7th LEVEL 
  Drown 
  Gifts from the Inferno 
  Gifts from the Mountain 
  Gifts from the Ocean 
  Gifts from the Sky 
   
  8th LEVEL 
  Crucible Flame 
  Fossilize 
   
  9th LEVEL 
  Ghost Ship 
   
   
   
   
  Wizard Spells 
   
  CANTRIPS 
  Conjure Rock 
  Sand Jet 
  Snaking Flames 
  Splash 
   
  1st LEVEL 
  Acid Patch 
  Ashfall 
  Cloak of Fire 
  Deflect 
  Dewdrop Dance 
  Don’t Break the Ice 
  Ignite 
  Stonestep 
  Volcanic Hammer 
  Zephyr 
   
  
  ELEMENTAL MAGIC 
   
   
  4 
   
  2nd LEVEL 
  Dynaheir’s Fireburst 
  Excavate 
  Manshoon’s Ice Skewer 
  Rain 
  Thousand-Fire Ruse 
  Undertow 
   
  3rd LEVEL 
  Manshoon’s Xorn Talons 
  Static Charge 
   
  4th LEVEL 
  Cascading Sparks 
  No-Fire Ruse 
   
  7th LEVEL 
  Drown 
  Gifts from the Inferno 
  Gifts from the Mountain 
  Gifts from the Ocean 
  Gifts from the Sky 
  Living Statue 
   
  8th LEVEL 
  Crucible Flame 
  Fossilize 
   
  9th LEVEL 
  Ghost Ship 
  Mountaincalling 
  Xakitan’s Tornado Alley
  
  ELEMENTAL MAGIC 
   
   
  5 
   
  SPELLS BY 
  SAVING THROW 
   
  STRENGTH (7) 
  Avalanche Smite 
  Clobbering Smite 
  Freezing Smite 
  Splash 
  Undertow 
  Xakitan’s Tornado Alley 
  Zephyr 
   
  DEXTERITY (26) 
   
  Acid Patch 
   
  Cascading Sparks 
   
  Cloak of Fire 
   
  Conjure Rock 
   
  Crucible Flame 
   
  Dewdrop Dance 
   
  Dynaheir’s Fireburst 
   
  Fiery Smite 
   
  Flaming Volley 
   
  Gifts from the Inferno 
   
  Gifts from the Sky 
   
  Ignite 
   
  Incinerate 
   
  Manshoon’s Ice Skewer 
   
  Manshoon’s Xorn Talons 
   
  Orb of Lava 
   
  Phoenix Fire 
   
  Razor Scree 
   
  Saltblast 
   
  Sand Jet 
   
  Snaking Flames 
   
  Static Charge 
   
  Thousand-Fire Ruse 
   
  Volcanic Hammer 
   
  Volcano 
   
  Xakitan’s Tornado Alley 
   
   
  CONSTITUTION (10) 
  Ashfall 
   
  Cleansing Fire 
   
  Drown 
   
  Freezing Smite 
   
  Heat Wave 
   
  Judgment by Thunderbolt 
   
  Shocking Smite 
   
  Soften Stone 
   
  Volcano 
   
  Xakitan’s Tornado Alley 
   
  INTELLIGENCE (1) 
   
  No-Fire Ruse 
   
  WISDOM (0) 
   
  CHARISMA (2) 
  Anointing Smite 
  Cinder Swindle 
   
   
  
  ELEMENTAL MAGIC 
   
   
  6 
   
  SPELLS BY 
  ELEMENT 
   
  Most of the spell inclusions here  
  should be obvious, but a few damage  
  types might require explanation.  
  Acid damage has been grouped with  
  elemental earth, lightning and  
  thunder damage types are grouped  
  with air, cold with water, and fire  
  with fire. Where appropriate, some  
  spells are grouped into multiple  
  categories as they cross over or  
  combine two or more elements.  
  Sometimes other damage types will  
  gain associations: thunder damage  
  will rarely show up as earth, and  
  radiant damage will often appear  
  with fire. 
   
  This listing includes spells from this 
  tome, the Player’s Handbook (PHB), 
  Xanathar’s Guide to Everything 
  (XGtE), Spells from Elsewhere (SfE, 
  another work of mine), Mind Magic 
  (EM1 for Codex One of the Enchiridia 
  Mysteria, another series of works of 
  mine), and Matter Magic (EM4 for 
  Codex Four of the Enchiridia 
  Mysteria) for reference. 
   
   
   
   
  BARD 
  Elemental magic is not a strong focal 
  point of the bard, which is more 
  concerned with trickery, lore, music, 
  mental prowess, emotions, sound, 
  and healing. Nevertheless, you can 
  choose some spells to give elemental 
  flavor to your bard, even if it is not 
  enough to fill your entire spell list. 
  The College of Lore can help in this 
  regard by giving you access to more 
  of the magic you lack. 
   
  AIR (15 total) 
  Cantrips (3) 
  Clean Air 
  Prestidigitation (PHB) 
  Thunderclap (XGtE) 
   
  1st (3) 
  Feather Fall (PHB) 
  Thunderwave (PHB) 
  Zephyr 
   
  2nd (3) 
  Shatter (PHB) 
  Skywrite (XGtE) 
  Warding Wind (XGtE) 
   
  3rd (3) 
  Glyph of Warding (PHB) 
  Horizon’s Depths (SfE) 
  Stinking Cloud (PHB) 
   
  4th (1) 
  Healing Breeze 
   
  5th (1) 
  Voice of the Godbanished (SfE) 
   
  6th (0) 
   
  7th (1) 
  Gifts from the Sky 
   
  8th (0) 
   
  9th (0) 
   
  
  ELEMENTAL MAGIC 
   
   
  7 
   
  EARTH (12 total) 
  Cantrips (3) 
  Prestidigitation (PHB) 
  Sand Jet 
  Soften Stone 
   
  1st (3) 
  Earth Tremor (XGtE) 
  Invisible Pothole (SfE) 
  Rockflesh 
   
  2nd (3) 
  Cliff Slinger (SfE) 
  Excavate 
  Shatter (PHB) 
   
  3rd (1) 
  Glyph of Warding (PHB) 
   
  4th (0) 
   
  5th (0) 
   
  6th (0) 
   
  7th (1) 
  Gifts from the Mountain 
   
  8th (1) 
  Fossilize 
   
  9th (0) 
   
   
  FIRE (15 total) 
  Cantrips (4) 
  Hot Flash (EM1) 
  Instant Bake (SfE) 
  Prestidigitation (PHB) 
  Torchlight 
  1st (3) 
  Ashfall 
  Faerie Fire (PHB) 
  Ignite 
   
  2nd (4) 
  Cinder Swindle 
  Heat Metal (PHB) 
  Pyrotechnics (XGtE) 
  Thousand-Fire Ruse 
   
  3rd (2) 
  Glyph of Warding (PHB) 
  Heat Wave 
   
  4th (1) 
  No-Fire Ruse 
   
  5th (0) 
   
  6th (0) 
   
  7th (1) 
  Gifts from the Inferno 
   
  8th (0) 
   
  9th (0) 
   
   
  WATER (12 total) 
  Cantrips (3) 
  Deep Freeze (SfE) 
  Prestidigitation (PHB) 
  Splash 
   
  1st (3) 
  Dewdrop Dance 
  Don’t Break the Ice 
  Warriors of the Waves (SfE) 
  
  ELEMENTAL MAGIC 
   
   
  8 
   
   
  2nd (2) 
  Rain 
  Undertow 
   
  3rd (2) 
  Glyph of Warding (PHB) 
  Horizon’s Depths (SfE) 
   
  4th (0) 
   
  5th (0) 
   
  6th (0) 
   
  7th (1) 
  Gifts from the Ocean 
   
  8th (1) 
  Silvantril’s Savvy Ship (EM4) 
   
  9th (0) 
   
   
   
  
  ELEMENTAL MAGIC 
   
   
  9 
   
  CLERIC 
  Clerics of specific deities may have 
  an elemental focus, but the core 
  cleric class has sparse elemental 
  influence. The Forge domain (XGtE) 
  and the Light domain give options 
  for a fire-themed cleric, the Tempest 
  domain is ideal for an air- or water-
  themed cleric. The Zeal domain 
  (Plane Shift: Amonkhet) is a curious 
  mix of thunder and fire damage, and 
  therefore air and fire. There is not a 
  great option for an earth-themed 
  domain yet; speak with your 
  Storyteller / DM about modifying 
  your domain or creating a new one if 
  this is the case. 
   
  AIR (9 total) 
  Cantrips (2) 
  Clean Air 
  Thaumaturgy (PHB) 
   
  1st (1) 
  Stillness 
   
  2nd (1) 
  Wind in a Bag 
   
  3rd (2) 
  Glyph of Warding (PHB) 
  Protection from Energy (PHB) 
   
  4th (1) 
  Healing Breeze 
   
  5th (1) 
  Judgment by Thunderbolt 
   
  6th (0) 
   
  7th (0) 
   
  8th (1) 
  Control Weather (PHB) 
   
  9th (0) 
   
   
  EARTH (12 total) 
  Cantrips (3) 
  Conjure Rock 
  Soften Stone 
  Thaumaturgy (PHB) 
   
  1st (2) 
  Rockflesh 
  Stonestep 
   
  2nd (1) 
  Excavate 
   
  3rd (3) 
  Glyph of Warding (PHB) 
  Meld into Stone (PHB) 
  Protection from Energy (PHB) 
   
  4th (1) 
  Stone Shape (PHB) 
   
  5th (0) 
   
  6th (0) 
   
  7th (1) 
  Living Statue 
   
  8th (1) 
  Earthquake (PHB) 
   
  
  ELEMENTAL MAGIC 
   
   
  10 
   
  9th (0) 
   
   
  FIRE (13 total) 
  Cantrips (4) 
  Instant Bake (SfE) 
  Sacred Flame (PHB) 
  Thaumaturgy (PHB) 
  Torchlight 
   
  1st (2) 
  Ashfall 
  Firewalking 
   
  2nd (1) 
  Continual Flame (PHB) 
   
  3rd (2) 
  Glyph of Warding (PHB) 
  Protection from Energy (PHB) 
   
  4th (2) 
  Cleansing Fire 
  Whiteflame (SfE) 
   
  5th (1) 
  Flame Strike (PHB) 
   
  6th (0) 
   
  7th (1) 
  Fire Storm (PHB) 
   
  8th (0) 
   
  9th (0) 
   
   
  WATER (14 total) 
  Cantrips (2) 
  Deep Freeze (SfE) 
  Splash 
   
  1st (2) 
  Create or Destroy Water (PHB) 
  Purify Food and Drink (PHB) 
   
  2nd (1) 
  Rain 
   
  3rd (4) 
  Create Food and Water (PHB) 
  Glyph of Warding (PHB) 
  Protection from Energy (PHB) 
  Water Walk (PHB) 
   
  4th (2) 
  Control Water (PHB) 
  Iceberg 
   
  5th (1) 
  Waters of Life 
   
  6th (0) 
   
  7th (0) 
   
  8th (1) 
  Control Weather (PHB) 
   
  9th (1) 
   
  Ghost Ship 
   
   
   
   
  
  ELEMENTAL MAGIC 
   
   
  11 
   
  DRUID 
  Channeling the elements is second 
  nature (or even first nature) to a 
  druid, as the elements comprise 
  parts of the natural world. While 
  druids do not always have the same 
  explosive magic as sorcerers and 
  wizards, only a fool would 
  underestimate their potential. The 
  Circle of the Land offers the 
  strongest elemental ties, though 
  even more elementally-focused 
  circles could exist in theory. 
   
  AIR (38 total) 
  Cantrips (5) 
  Against the Wind (SfE) 
  Arcing Bolt (SfE) 
  Clean Air 
  Druidcraft (PHB) 
  Thunderclap (XGtE) 
   
  1st (6) 
  Absorb Elements (XGtE) 
  Fog Cloud (PHB) 
  Skystone (SfE) 
  Stillness 
  Thunderwave (PHB) 
  Zephyr 
   
  2nd (5) 
  Dust Devil (XGtE) 
  Gust of Wind (PHB) 
  Skywrite (XGtE) 
  Warding Wind (XGtE) 
  Wind in a Bag 
   
  3rd (5) 
  Call Lightning (PHB) 
  Horizon’s Depths (SfE) 
  Protection from Energy (PHB) 
  Static Charge 
  Wind Wall (PHB) 
   
  4th (5) 
  Cold Current (SfE) 
  Conjure Minor Elementals (PHB) 
  Crushing Winds (SfE) 
  Elemental Bane (XGtE) 
  Healing Breeze 
   
  5th (3) 
  Behold the Elements (SfE) 
  Conjure Elemental (PHB) 
  Control Winds (XGtE) 
   
  6th (3) 
  Investiture of Wind (XGtE) 
  Primordial Ward (XGtE) 
  Wind Walk (PHB) 
   
  7th (2) 
  Gifts from the Sky 
  Whirlwind (XGtE) 
   
  8th (2) 
  Control Weather (PHB) 
  Thunderstruck (SfE) 
   
  9th (2) 
  Storm of Vengeance (PHB) 
  Xakitan’s Tornado Alley 
   
   
  EARTH (47 total) 
  Cantrips (5) 
  Conjure Rock 
  Magic Stone (XGtE) 
  Mold Earth (XGtE) 
  Sand Jet 
  
  ELEMENTAL MAGIC 
   
   
  12 
   
  Soften Stone 
   
  1st (11) 
  Absorb Elements (XGtE) 
  Acid Patch 
  Earth Tremor (XGtE) 
  I am a Rock (SfE) 
  Invisible Pothole (SfE) 
  Razor Scree 
  Rock Block (SfE) 
  Rockflesh 
  Skystone (SfE) 
  Stonestep 
  Volcanic Hammer 
   
  2nd (3) 
  Earthbind (XGtE) 
  Excavate 
  Saltblast 
   
  3rd (6) 
  Boulder Toss (SfE) 
  Erupting Earth (XGtE) 
  Golem’s Bane (SfE) 
  Manshoon’s Xorn Talons 
  Meld into Stone (PHB) 
  Protection from Energy (PHB) 
   
  4th (4) 
  Conjure Minor Elementals (PHB) 
  Elemental Bane (XGtE) 
  Stone Shape (PHB) 
  Stoneskin (PHB) 
   
  5th (6) 
  Behold the Elements (SfE) 
  Conjure Elemental (PHB) 
  Fortification (EM4) 
  Transmute Rock (XGtE) 
  Wall of Stone (PHB) 
  Wrath of Nature (XGtE) 
   
  6th (4) 
  Bones of the Earth (XGtE) 
  Investiture of Stone (XGtE) 
  Move Earth (PHB) 
  Primordial Ward (XGtE) 
   
  7th (4) 
  Culdren’s Spheres (EM4) 
  Gifts from the Mountain 
  Living Statue 
  Reverse Gravity (PHB) 
   
  8th (2) 
  Earthquake (PHB) 
  Fossilize 
   
  9th (2) 
  Mountaincalling 
  Volcano 
   
   
  FIRE (41 total) 
  Cantrips (8) 
  Control Flames (XGtE) 
  Create Bonfire (XGtE) 
  Druidcraft (PHB) 
  Hot Flash (EM1) 
  Instant Bake (SfE) 
  Produce Flame (PHB) 
  Snaking Flames 
  Torchlight 
   
  1st (7) 
  Absorb Elements (XGtE) 
  Ashfall 
  Cloak of Fire 
  Faerie Fire (PHB) 
  Firewalking 
  
  ELEMENTAL MAGIC 
   
   
  13 
   
  Ignite 
  Volcanic Hammer 
   
  2nd (6) 
  Cinder Swindle 
  Flame Blade (PHB) 
  Flaming Sphere (PHB) 
  Heat Metal (PHB) 
  Pyrotechnics (XGtE) 
  Thousand-Fire Ruse 
   
  3rd (5) 
  Flame Arrows (XGtE) 
  Heat Wave 
  Orb of Lava 
  Protection from Energy (PHB) 
  Steam Jet (SfE) 
   
  4th (5) 
  Cleansing Fire 
  Conjure Minor Elementals (PHB) 
  Elemental Bane (XGtE) 
  No-Fire Ruse 
  Wall of Fire (PHB) 
   
  5th (3) 
  Behold the Elements (SfE) 
  Conjure Elemental (PHB) 
  Incinerate 
   
  6th (3) 
  Investiture of Flame (XGtE) 
  Primordial Ward (XGtE) 
  Sunbeam (PHB) 
   
  7th (2) 
  Fire Storm (PHB) 
  Gifts from the Inferno 
   
  8th (1) 
  Sunburst (PHB) 
   
  9th (1) 
  Volcano 
   
   
  WATER (40 total) 
  Cantrips (5) 
  Deep Freeze (SfE) 
  Druidcraft (PHB) 
  Frostbite (XGtE) 
  Shape Water (XGtE) 
  Splash 
   
  1st (7) 
  Absorb Elements (XGtE) 
  Create or Destroy Water (PHB) 
  Dewdrop Dance 
  Don’t Break the Ice 
  Fog Cloud (PHB) 
  Ice Knife (XGtE) 
  Purify Food and Drink (PHB) 
   
  2nd (3) 
  Freeze Solid (SfE) 
  Rain 
  Undertow 
   
  3rd (8) 
  Horizon’s Depths (SfE) 
  Protection from Energy (PHB) 
  Sleet Storm (PHB) 
  Steam Jet (SfE) 
  Tidal Wave (XGtE) 
  Wall of Water (XGtE) 
  Water Breathing (PHB) 
  Water Walk (PHB) 
   
  4th (6) 
  Cold Current (SfE) 
  
  ELEMENTAL MAGIC 
   
   
  14 
   
  Conjure Minor Elementals (PHB) 
  Control Water (PHB) 
  Elemental Bane (XGtE) 
  Ice Storm (PHB) 
  Iceberg 
  Watery Sphere (XGtE) 
   
  5th (3) 
  Behold the Elements (SfE) 
  Conjure Elemental (PHB) 
  Maelstrom (XGtE) 
   
  6th (2) 
  Investiture of Ice (XGtE) 
  Primordial Ward (XGtE) 
   
  7th (2) 
  Drown 
  Gifts from the Ocean 
   
  8th (2) 
  Control Weather (PHB) 
  Tsunami (PHB) 
   
  9th (1) 
   
  Storm of Vengeance (PHB) 
   
   
   
   
  
  ELEMENTAL MAGIC 
   
   
  15 
   
  PALADIN 
  Like the cleric, paladins of specific 
  deities may have an elemental focus, 
  but the class doesn’t offer much 
  support. A few thematic smite 
  attacks branch into the elements. 
  Just about every paladin oath has a 
  light elemental dabble (1 to 3 spells), 
  but not enough to build a character 
  around. Speak with your Storyteller / 
  DM about modifying your oath or 
  creating a new one. 
   
  AIR (6 total) 
  1st (1) 
  Thunderous Smite (PHB) 
   
  2nd (1) 
  Shocking Smite 
   
  3rd (1) 
  Elemental Weapon (PHB) 
   
  4th (1) 
  Healing Breeze 
   
  5th (2) 
  Destructive Wave (PHB) 
  Judgment by Thunderbolt 
   
   
  EARTH (6 total) 
  1st (2) 
  Rockflesh 
  Stonestep 
   
  2nd (1) 
  Clobbering Smite 
   
  3rd (1) 
  Elemental Weapon (PHB) 
   
  4th (1) 
  Avalanche Smite 
   
  5th (1) 
  Destructive Wave (PHB) 
   
   
  FIRE (6 total) 
  1st (2) 
  Fiery Smite 
  Searing Smite (PHB) 
   
  2nd (1) 
  Branding Smite (PHB) 
   
  3rd (1) 
  Elemental Weapon (PHB) 
   
  4th (1) 
  Cleansing Fire 
   
  5th (1) 
  Blazing Strikes 
   
   
  WATER (6 total) 
  1st (1) 
  Purify Food and Drink (PHB) 
   
  2nd (1) 
  Freezing Smite 
   
  3rd (2) 
  Create Food and Water (PHB) 
  Elemental Weapon (PHB) 
   
  4th (1) 
  Anointing Smite 
   
  5th (1) 
  Waters of Life 
   
   
   
   
  
  ELEMENTAL MAGIC 
   
   
  16 
   
  RANGER 
  Despite their similarities to druids, 
  the core ranger spell list offers little 
  in terms of the basic elements. 
  Rangers are more concerned with 
  subtlety, living things, movement, 
  and magical archery than with the 
  natural elements. Beyond the PHB 
  however, many more options exist. 
   
  AIR (12 total) 
  1st (5) 
  Absorb Elements (XGtE) 
  Deflect 
  Fog Cloud (PHB) 
  Stillness 
  Zephyr Strike (XGtE) 
   
  2nd (1) 
  Wind in a Bag 
   
  3rd (4) 
  Horizon’s Depths (SfE) 
  Lightning Arrow (PHB) 
  Protection from Energy (PHB) 
  Wind Wall (PHB) 
   
  4th (1) 
  Healing Breeze 
   
  5th (1) 
  Steel Wind Strike (XGtE) 
   
   
  EARTH (12 total) 
  1st (6) 
  Absorb Elements (XGtE) 
  Invisible Pothole (SfE) 
  Razor Scree 
  Rock Block (SfE) 
  Skystone (SfE) 
  Stonestep 
   
  2nd (2) 
  Cliff Slinger (SfE) 
  Excavate 
   
  3rd (1) 
  Protection from Energy (PHB) 
   
  4th (1) 
  Stoneskin (PHB) 
   
  5th (2) 
  Fossilizing Arrow (SfE) 
  Wrath of Nature (XGtE) 
   
   
  FIRE (10 total) 
  1st (3) 
  Absorb Elements (XGtE) 
  Ashfall 
  Firewalking 
   
  2nd (2) 
  Cinder Swindle 
  Thousand-Fire Ruse 
   
  3rd (3) 
  Flame Arrows (XGtE) 
  Heat Wave 
  Protection from Energy (PHB) 
   
  4th (1) 
  No-Fire Ruse 
   
  5th (1) 
  Flaming Volley 
   
   
  
  ELEMENTAL MAGIC 
   
   
  17 
   
  WATER (11 total) 
  1st (4) 
  Absorb Elements (XGtE) 
  Dewdrop Dance 
  Don’t Break the Ice 
  Fog Cloud (PHB) 
   
  2nd (2) 
  Rain 
  Undertow 
   
  3rd (4) 
  Horizon’s Depths (SfE) 
  Protection from Energy (PHB) 
  Water Breathing (PHB) 
  Water Walk (PHB) 
   
  4th (1) 
  Iceberg 
   
  5th (0) 
   
   
   
   
   
  
  ELEMENTAL MAGIC 
   
   
  18 
   
  SORCERER 
  The traditional arcane casters have 
  access to a wide range of magic, and 
  elemental damage is almost an 
  expectation of sorcerers. The 
  majority of sorcerous origins are 
  elemental in nature or have a strong 
  tie to an elemental type such as 
  through draconic ancestry. Sorcerer 
  is the only class that might have 
  stronger elemental ties than druid. 
   
  AIR (42 total) 
  Cantrips (5) 
  Against the Wind (SfE) 
  Arcing Bolt (SfE) 
  Prestidigitation (PHB) 
  Shocking Grasp (PHB) 
  Thunderclap (XGtE) 
   
  1st (10) 
  Absorb Elements (XGtE) 
  Chromatic Orb (PHB) 
  Deflect 
  Feather Fall (PHB) 
  Fog Cloud (PHB) 
  Gust (XGtE) 
  Skystone (SfE) 
  Thunderwave (PHB) 
  Witch Bolt (PHB) 
  Zephyr 
   
  2nd (6) 
  Dragon’s Breath (XGtE) 
  Dust Devil (XGtE) 
  Gust of Wind (PHB) 
  Levitate (PHB) 
  Shatter (PHB) 
  Warding Wind (XGtE) 
   
  3rd (8) 
  Fly (PHB) 
  Gaseous Form (PHB) 
  Horizon’s Depths (SfE) 
  Lightning Bolt (PHB) 
  Protection from Energy (PHB) 
  Static Charge 
  Stinking Cloud (PHB) 
  Thunder Step (XGtE) 
   
  4th (4) 
  Cascading Sparks 
  Cold Current (SfE) 
  Crushing Winds (SfE) 
  Storm Sphere (XGtE) 
   
  5th (3) 
  Cloudkill (PHB) 
  Control Winds (XGtE) 
  Voice of the Godbanished (SfE) 
   
  6th (2) 
  Chain Lightning (PHB) 
  Investiture of Wind (XGtE) 
   
  7th (2) 
  Gifts from the Sky 
  Whirlwind (XGtE) 
   
  8th (1) 
  Thunderstruck (SfE) 
   
  9th (1) 
  Xakitan’s Tornado Alley 
   
   
  EARTH (42 total) 
  Cantrips (5) 
  Acid Splash (PHB) 
  Conjure Rock 
  
  ELEMENTAL MAGIC 
   
   
  19 
   
  Mold Earth (XGtE) 
  Prestidigitation (PHB) 
  Sand Jet 
   
  1st (10) 
  Absorb Elements (XGtE) 
  Acid Patch 
  Chromatic Orb (PHB) 
  Earth Tremor (XGtE) 
  I am a Rock (SfE) 
  Invisible Pothole (SfE) 
  Rock Block (SfE) 
  Skystone (SfE) 
  Stonestep 
  Volcanic Hammer 
   
  2nd (7) 
  Burden of the World Turtle (SfE) 
  Cliff Slinger (SfE) 
  Dragon’s Breath (XGtE) 
  Earthbind (XGtE) 
  Maximilian’s Earthen Grasp (XGtE) 
  Shatter (PHB) 
  Spider Climb (PHB) 
   
  3rd (5) 
  Boulder Toss (SfE) 
  Erupting Earth (XGtE) 
  Golem’s Bane (SfE) 
  Manshoon’s Xorn Talons 
  Protection from Energy (PHB) 
   
  4th (2) 
  Stoneskin (PHB) 
  Vitriolic Sphere (XGtE) 
   
  5th (2) 
  Fortification (EM4) 
  Wall of Stone (PHB) 
   
  6th (2) 
  Investiture of Stone (XGtE) 
  Move Earth (PHB) 
   
  7th (4) 
  Culdren’s Spheres (EM4) 
  Gifts from the Mountain 
  Living Statue 
  Reverse Gravity (PHB) 
   
  8th (2) 
  Earthquake (PHB) 
  Fossilize 
   
  9th (3) 
  Meteor Swarm (PHB) 
  Mountaincalling 
  Volcano 
   
   
  FIRE (40 total) 
  Cantrips (7) 
  Control Flames (XGtE) 
  Create Bonfire (XGtE) 
  Hot Flash (EM1) 
  Instant Bake (SfE) 
  Fire Bolt (PHB) 
  Prestidigitation (PHB) 
  Snaking Flames 
   
  1st (7) 
  Absorb Elements (XGtE) 
  Ashfall 
  Burning Hands (PHB) 
  Chromatic Orb (PHB) 
  Cloak of Fire 
  Ignite 
  Volcanic Hammer 
   
  2nd (6) 
  
  ELEMENTAL MAGIC 
   
   
  20 
   
  Aganazzar’s Scorcher (XGtE) 
  Dragon’s Breath (XGtE) 
  Dynaheir’s Fireburst 
  Pyrotechnics (XGtE) 
  Scorching Ray (PHB) 
  Thousand-Fire Ruse 
   
  3rd (5) 
  Fireball (PHB) 
  Flame Arrows (XGtE) 
  Melf’s Minute Meteors (XGtE) 
  Protection from Energy (PHB) 
  Steam Jet (SfE) 
   
  4th (4) 
  No-Fire Ruse 
  Phoenix Fire 
  Wall of Fire (PHB) 
  Whiteflame (SfE) 
   
  5th (2) 
  Flame Strike (PHB) 
  Immolation (XGtE) 
   
  6th (2) 
  Investiture of Flame (XGtE) 
  Sunbeam (PHB) 
   
  7th (3) 
  Delayed Blast Fireball (PHB) 
  Fire Storm (PHB) 
  Gifts from the Inferno 
   
  8th (3) 
  Crucible Flame 
  Incendiary Cloud (PHB) 
  Sunburst (PHB) 
   
  9th (2) 
  Meteor Swarm (PHB) 
  Volcano 
   
   
  WATER (38 total) 
  Cantrips (6) 
  Deep Freeze (SfE) 
  Frostbite (XGtE) 
  Prestidigitation (PHB) 
  Ray of Frost (PHB) 
  Shape Water (XGtE) 
  Splash 
   
  1st (7) 
  Absorb Elements (XGtE) 
  Chromatic Orb (PHB) 
  Dewdrop Dance 
  Don’t Break the Ice 
  Fog Cloud (PHB) 
  Ice Knife (XGtE) 
  Warriors of the Waves (SfE) 
   
  2nd (6) 
  Dragon’s Breath (XGtE) 
  Freeze Solid (SfE) 
  Manshoon’s Ice Skewer 
  Rain 
  Snilloc’s Snowball Swarm (XGtE) 
  Undertow 
   
  3rd (8) 
  Horizon’s Depths (SfE) 
  Protection from Energy (PHB) 
  Sleet Storm (PHB) 
  Steam Jet (SfE) 
  Tidal Wave (XGtE) 
  Wall of Water (XGtE) 
  Water Breathing (PHB) 
  Water Walk (PHB) 
   
  4th (4) 
  
  ELEMENTAL MAGIC 
   
   
  21 
   
  Cold Current (SfE) 
  Ice Storm (PHB) 
  Iceberg 
  Watery Sphere (XGtE) 
   
  5th (2) 
  Cone of Cold (PHB) 
  Shadowfrost Burst (SfE) 
   
  6th (1) 
  Investiture of Ice (XGtE) 
   
  7th (2) 
  Drown 
  Gifts from the Ocean 
   
  8th (1) 
  Silvantril’s Savvy Ship (EM4) 
   
  9th (1) 
   
  Ghost Ship 
   
   
   
   
  
  ELEMENTAL MAGIC 
   
   
  22 
   
  WARLOCK 
  The elements are a natural force, 
  and warlock magic is inherently 
  unnatural. Warlocks focus their 
  magic on dark powers, necrotic 
  damage, extraplanar magic, aberrant 
  or infernal creatures, and the like. 
  There are still some options to give 
  elemental flavor to your warlock, 
  although some of it will be twisted or 
  corrupt in some way. As far as pacts 
  go, a Celestial pact warlock expands 
  the fire spell options, but the Fiend is 
  even better. From Unearthed 
  Arcana, the Seeker is probably best 
  for an air theme, while the Raven 
  Queen may be best for water. 
  Hexblade expands water spells a 
  little as well. 
   
  AIR (12 total) 
  Cantrips (2) 
  Prestidigitation (PHB) 
  Thunderclap (XGtE) 
   
  1st (1) 
  Witch Bolt (PHB) 
   
  2nd (1) 
  Shatter (PHB) 
   
  3rd (4) 
  Fly (PHB) 
  Gaseous Form (PHB) 
  Static Charge 
  Thunder Step (XGtE) 
   
  4th (1) 
  Elemental Bane (XGtE) 
   
  5th (1) 
  Voice of the Godbanished (SfE) 
   
  6th (1) 
  Investiture of Wind (XGtE) 
   
  7th (1) 
  Gifts from the Sky 
   
  8th (0) 
   
  9th (0) 
   
   
  EARTH (14 total) 
  Cantrips (2) 
  Magic Stone (XGtE) 
  Prestidigitation (PHB) 
   
  1st (1) 
  Acid Patch 
   
  2nd (4) 
  Earthbind (XGtE) 
  Saltblast 
  Spider Climb (PHB) 
  Shatter (PHB) 
   
  3rd (1) 
  Manshoon’s Xorn Talons 
   
  4th (1) 
  Elemental Bane (XGtE) 
   
  5th (0) 
   
  6th (2) 
  Flesh to Stone (PHB) 
  Investiture of Stone (XGtE) 
   
  
  ELEMENTAL MAGIC 
   
   
  23 
   
  7th (2) 
  Culdren’s Spheres (EM4) 
  Gifts from the Mountain 
   
  8th (1) 
  Fossilize 
   
  9th (0) 
   
   
  FIRE (16 total) 
  Cantrips (5) 
  Create Bonfire (XGtE) 
  Hot Flash (EM1) 
  Prestidigitation (PHB) 
  Snaking Flames 
  Torchlight 
   
  1st (4) 
  Ashfall 
  Cloak of Fire 
  Hellish Rebuke (PHB) 
  Ignite 
   
  2nd (1) 
  Cinder Swindle 
   
  3rd (1) 
  Heat Wave 
   
  4th (1) 
  Elemental Bane (XGtE) 
   
  5th (1) 
  Incinerate 
   
  6th (1) 
  Investiture of Flame (XGtE) 
   
  7th (1) 
  Gifts from the Inferno 
   
  8th (1) 
  Crucible Flame 
   
  9th (0) 
   
   
  WATER (12 total) 
  Cantrips (2) 
  Frostbite (XGtE) 
  Prestidigitation (PHB) 
   
  1st (1) 
  Armor of Agathys (PHB) 
   
  2nd (1) 
  Manshoon’s Ice Skewer 
   
  3rd (1) 
  Hunger of Hadar (PHB) 
   
  4th (1) 
  Elemental Bane (XGtE) 
   
  5th (1) 
  Shadowfrost Burst (SfE) 
   
  6th (1) 
  Investiture of Ice (XGtE) 
   
  7th (2) 
  Drown 
  Gifts from the Ocean 
   
  8th (1) 
  Silvantril’s Savvy Ship (EM4) 
   
  9th (1) 
  Ghost Ship 
  
  ELEMENTAL MAGIC 
   
   
  24 
   
  WIZARD 
  By their very nature, wizards have a 
  plethora of elemental spells due to 
  their unending spell research and 
  unearthing of ancient magics. They 
  can tap into natural forces just as 
  easily as unnatural forces, so it is 
  simply a matter of collecting the 
  right spells for your spellbook. 
   
  AIR (52 total) 
  Cantrips (6) 
  Against the Wind (SfE) 
  Arcing Bolt (SfE) 
  Gust (XGtE) 
  Prestidigitation (PHB) 
  Shocking Grasp (PHB) 
  Thunderclap (XGtE) 
   
  1st (9) 
  Absorb Elements (XGtE) 
  Chromatic Orb (PHB) 
  Deflect 
  Feather Fall (PHB) 
  Fog Cloud (PHB) 
  Skystone (SfE) 
  Thunderwave (PHB) 
  Witch Bolt (PHB) 
  Zephyr 
   
  2nd (7) 
  Dragon’s Breath (XGtE) 
  Dust Devil (XGtE) 
  Gust of Wind (PHB) 
  Levitate (PHB) 
  Shatter (PHB) 
  Skywrite (XGtE) 
  Warding Wind (XGtE) 
   
  3rd (9) 
  Fly (PHB) 
  Gaseous Form (PHB) 
  Glyph of Warding (PHB) 
  Horizon’s Depths (SfE) 
  Lightning Bolt (PHB) 
  Protection from Energy (PHB) 
  Static Charge 
  Stinking Cloud (PHB) 
  Thunder Step (XGtE) 
   
  4th (6) 
  Cascading Sparks 
  Cold Current (SfE) 
  Conjure Minor Elementals (PHB) 
  Crushing Winds (SfE) 
  Elemental Bane (XGtE) 
  Storm Sphere (XGtE) 
   
  5th (5) 
  Cloudkill (PHB) 
  Conjure Elemental (PHB) 
  Control Winds (XGtE) 
  Steel Wind Strike (XGtE) 
  Voice of the Godbanished (SfE) 
   
  6th (3) 
  Chain Lightning (PHB) 
  Guards and Wards (PHB) 
  Investiture of Wind (XGtE) 
   
  7th (2) 
  Gifts from the Sky 
  Whirlwind (XGtE) 
   
  8th (3) 
  Control Weather (PHB) 
  Illusory Dragon (XGtE) 
  Thunderstruck (SfE) 
   
  9th (1) 
  
  ELEMENTAL MAGIC 
   
   
  25 
   
  Xakitan’s Tornado Alley 
   
  EARTH (52 total) 
  Cantrips (5) 
  Acid Splash (PHB) 
  Conjure Rock 
  Mold Earth (XGtE) 
  Prestidigitation (PHB) 
  Sand Jet 
   
  1st (10) 
  Absorb Elements (XGtE) 
  Acid Patch 
  Chromatic Orb (PHB) 
  Earth Tremor (XGtE) 
  I am a Rock (SfE) 
  Invisible Pothole (SfE) 
  Rock Block (SfE) 
  Skystone (SfE) 
  Stonestep 
  Volcanic Hammer 
   
  2nd (9) 
  Burden of the World Turtle (SfE) 
  Cliff Slinger (SfE) 
  Dragon’s Breath (XGtE) 
  Earthbind (XGtE) 
  Excavate 
  Maximilian’s Earthen Grasp (XGtE) 
  Melf’s Acid Arrow (PHB) 
  Shatter (PHB) 
  Spider Climb (PHB) 
   
  3rd (7) 
  Boulder Toss (SfE) 
  Erupting Earth (XGtE) 
  Glyph of Warding (PHB) 
  Golem’s Bane (SfE) 
  Manshoon’s Xorn Talons 
  Protection from Energy (PHB) 
  Wall of Sand (XGtE) 
   
  4th (5) 
  Conjure Minor Elementals (PHB) 
  Elemental Bane (XGtE) 
  Stone Shape (PHB) 
  Stoneskin (PHB) 
  Vitriolic Sphere (XGtE) 
   
  5th (5) 
  Conjure Elemental (PHB) 
  Fortification (EM4) 
  Passwall (PHB) 
  Transmute Rock (XGtE) 
  Wall of Stone (PHB) 
   
  6th (3) 
  Flesh to Stone (PHB) 
  Investiture of Stone (XGtE) 
  Move Earth (PHB) 
   
  7th (4) 
  Culdren’s Spheres (EM4) 
  Gifts from the Mountain 
  Living Statue 
  Reverse Gravity (PHB) 
   
  8th (3) 
  Fossilize 
  Illusory Dragon (XGtE) 
  Mighty Fortress (XGtE) 
   
  9th (2) 
  Meteor Swarm (PHB) 
  Mountaincalling 
   
   
  FIRE (45 total) 
  Cantrips (7) 
  Control Flames (XGtE) 
  
  ELEMENTAL MAGIC 
   
   
  26 
   
  Create Bonfire (XGtE) 
  Fire Bolt (PHB) 
  Hot Flash (EM1) 
  Instant Bake (SfE) 
  Prestidigitation (PHB) 
  Snaking Flames 
   
  1st (7) 
  Absorb Elements (XGtE) 
  Ashfall 
  Burning Hands (PHB) 
  Chromatic Orb (PHB) 
  Cloak of Fire 
  Ignite 
  Volcanic Hammer 
   
  2nd (8) 
  Aganazzar’s Scorcher (XGtE) 
  Continual Flame (PHB) 
  Dragon’s Breath (XGtE) 
  Dynaheir’s Fireburst 
  Flaming Sphere (PHB) 
  Pyrotechnics (XGtE) 
  Scorching Ray (PHB) 
  Thousand-Fire Ruse 
   
  3rd (6) 
  Fireball (PHB) 
  Flame Arrows (XGtE) 
  Glyph of Warding (PHB) 
  Melf’s Minute Meteors (XGtE) 
  Protection from Energy (PHB) 
  Steam Jet (SfE) 
   
  4th (6) 
  Conjure Minor Elementals (PHB) 
  Elemental Bane (XGtE) 
  Fire Shield (PHB) 
  No-Fire Ruse 
  Wall of Fire (PHB) 
  Whiteflame (SfE) 
   
  5th (2) 
  Conjure Elemental (PHB) 
  Immolation (XGtE) 
   
  6th (2) 
  Investiture of Flame (XGtE) 
  Sunbeam (PHB) 
   
  7th (2) 
  Delayed Blast Fireball (PHB) 
  Gifts from the Inferno 
   
  8th (4) 
  Crucible Flame 
  Illusory Dragon (XGtE) 
  Incendiary Cloud (PHB) 
  Sunburst (PHB) 
   
  9th (1) 
  Meteor Swarm (PHB) 
   
   
  WATER (46 total) 
  Cantrips (6) 
  Deep Freeze (SfE) 
  Frostbite (PHB) 
  Prestidigitation (PHB) 
  Ray of Frost (PHB) 
  Shape Water (PHB) 
  Splash 
   
  1st (7) 
  Absorb Elements (XGtE) 
  Chromatic Orb (PHB) 
  Dewdrop Dance 
  Don’t Break the Ice 
  Fog Cloud (PHB) 
  Ice Knife (XGtE) 
  
  ELEMENTAL MAGIC 
   
   
  27 
   
  Warriors of the Waves (SfE) 
   
  2nd (6) 
  Dragon’s Breath (XGtE) 
  Freeze Solid (SfE) 
  Manshoon’s Ice Skewer 
  Rain 
  Snilloc’s Snowball Swarm (XGtE) 
  Undertow 
   
  3rd (8) 
  Glyph of Warding (PHB) 
  Horizon’s Depths (SfE) 
  Protection from Energy (PHB) 
  Sleet Storm (PHB) 
  Steam Jet (SfE) 
  Tidal Wave (XGtE) 
  Wall of Water (XGtE) 
  Water Breathing (PHB) 
   
  4th (7) 
  Cold Current (SfE) 
  Conjure Minor Elementals (PHB) 
  Control Water (PHB) 
  Elemental Bane (XGtE) 
  Fire Shield (PHB) 
  Ice Storm (PHB) 
  Watery Sphere (XGtE) 
   
  5th (3) 
  Cone of Cold (PHB) 
  Conjure Elemental (PHB) 
  Shadowfrost Burst (SfE) 
   
  6th (3) 
  Investiture of Ice (XGtE) 
  Otiluke’s Freezing Sphere (PHB) 
  Wall of Ice (PHB) 
   
  7th (2) 
  Drown 
  Gifts from the Ocean 
   
  8th (3) 
  Control Weather (PHB) 
  Illusory Dragon (XGtE) 
  Silvantril’s Savvy Ship (EM4) 
   
  9th (1) 
  Ghost Ship 
   
   
   
   
  
  ELEMENTAL MAGIC 
   
   
  28 
   
  SPELLS (64 total) 
   
  ACID PATCH 
  1st level evocation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: 1 minute 
   
  You cover an area of ground in acid, damaging 
  those who dare to tread there. A 5-foot square 
  is covered in acid. Any creature that starts its 
  turn in the acid or that enters it for the first 
  time on a turn must make a Dexterity saving 
  throw. On a failure, the creature takes 2d8 acid 
  damage. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 2nd level or higher, the acid 
  damage increases by 1d8 for every slot level 
  above 1st. 
   
   
  ANOINTING SMITE 
  4th level evocation 
  Casting Time: 1 bonus 
  action 
  Range: Self 
  Components: V 
  Duration: 
  Concentration, up to 1 
  minute 
   
  The next time you hit a 
  creature with a melee 
  weapon attack during 
  this spell’s duration, 
  your weapon is 
  sheathed in icy holy 
  water, and the attack 
  deals an extra 4d8 cold 
  damage to the target, 
  plus an additional 2d6 radiant damage if the 
  target is a fiend or undead. 
   
  Additionally, if the target is a fiend or undead 
  the target must succeed on a Charisma saving 
  throw or be incapacitated until the end of its 
  next turn. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 5th level or higher, the cold 
  damage increases by 1d8 for every slot level 
  above 4th. 
   
   
  ASHFALL 
  1st level conjuration 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a pinch of ashes) 
  Duration: 1 minute 
   
  A 40-foot cube within range is lightly obscured 
  by falling ashes and thin smoke until a wind of 
  
  ELEMENTAL MAGIC 
   
   
  29 
   
  at least 10 miles per hour blows it away, or the 
  spell ends. 
   
  Creatures in the area or that enter the area 
  must make a Constitution saving throw, and on 
  a failure have disadvantage on saving throws 
  against effects that cause fire damage, or on 
  effects that create poison gas like Stinking Cloud 
  or Cloudkill. This effect persists whenever they 
  are within this spell’s area. 
   
   
  AVALANCHE SMITE 
  4th level evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
   
  The next time you hit a creature with a melee 
  weapon attack during this spell’s duration, your 
  weapon rumbles like falling rocks, and the 
  attack deals an extra 3d10 bludgeoning damage 
  to the target. Additionally, the target must 
  succeed on a Strength saving throw or be 
  pushed 15 feet, knocked prone, and be 
  restrained by earthen debris until the spell 
  ends. 
   
  The attack also creates an adjacent cone 30 feet 
  long of difficult terrain, which must include the 
  square the target was originally standing in. The 
  difficult terrain lasts until the spell ends. 
   
  A creature restrained by this spell can spend an 
  action to make a Strength saving throw. On a 
  successful save, it is no longer restrained, and 
  can then stand up from prone as normal. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 5th level or higher, the 
  bludgeoning damage increases by 1d10 for 
  every slot level above 4th. 
   
   
  BLAZING STRIKES 
  5th level evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: 10 minutes 
   
  Flames wreathe your hands and any weapons 
  you wield as you incant this spell. For the 
  duration, you are unable to make smite attacks 
  or cast any spell with Smite in the name, but in 
  exchange all of your melee weapon attacks deal 
  an additional 4d6 fire damage. 
   
   
  CASCADING SPARKS 
  4th level evocation 
  Casting Time: 1 action 
  Range: 60 feet (cone) 
  Components: V, S 
  Duration: Instantaneous 
    
  You create a spray of cascading, dancing sparks 
  of electricity that jump across all creatures 
  within.  Creatures in the cone must make 
  Dexterity saving throws.  On a success, they 
  take half damage. 
   
  You begin with a pool of 40d8 lightning damage.  
  This damage is divided evenly across all 
  creatures, except that no individual creature 
  can take more than 25 lightning damage (12 
  damage if it made its saving throw).  Any excess 
  damage from the pool strikes the ground or 
  nearby objects. 
   
  If damage would be divided to less than 1, 
  creatures in the area take at least 1 lightning 
  damage on a failed save. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 5th level or higher, the lightning 
  
  ELEMENTAL MAGIC 
   
   
  30 
   
  damage pool increases by 10d8 and the damage 
  threshold for a single creature increases by 5 for 
  every slot level above 4th. 
   
   
  CINDER SWINDLE 
  2nd level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a cinder from a fire) 
  Duration: 8 hours, or until expended 
    
  You ward yourself against fire damage, ready to 
  play a nasty trick against your attacker. The next 
  time you are subjected to fire damage, reduce 
  that damage by up to 10. 
   
  If a creature caused the fire damage and the 
  attack’s originator is within 10 miles of you, that 
  creature must make a Charisma saving throw or 
  take the full amount of damage you prevented, 
  or half as much on a successful save. 
   
  Once this spell has prevented fire damage to 
  you, the spell ends. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher, the amount of 
  fire damage reduced increases by 10 for every 
  slot level above 2nd. 
   
   
  CLEAN AIR 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You cause a 5-foot cube of air to become clean, 
  free of poisonous or diseased gases, and 
  removing fog and smoke. This can prevent an 
  enclosed area from running out of oxygen or 
  killing creatures with carbon dioxide. If you 
  target a section of an ongoing spell like 
  Cloudkill, that section is gone and does not 
  regenerate. 
   
  This spell’s number of affected 5-foot cubes 
  increases by one when you reach 5th level (two 
  5-foot cubes), 11th level (three 5-foot cubes), 
  and 17th level (four 5-foot cubes). 
   
   
  CLEANSING FIRE 
  4th level abjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You bathe a target creature in cleansing fire, 
  either purging harmful diseases and other  
  effects from its system or killing it. 
   
  An unwilling creature may attempt a 
  Constitution saving throw when targeted, and 
  on a success takes half of the damage and no 
  other effects. 
   
  On a failure (or if the creature is willing), the 
  target takes 4d12 fire damage. Diseases are 
  burned out of its body, as well as poisons, 
  removing the poisoned condition. Nonmagical 
  foreign objects lodged in the target’s body are 
  removed and destroyed (such as an arrow, or a 
  piece of food blocking the creature’s air 
  passage). Any bleeding wounds the target has 
  are cauterized shut. If the target was trapped in 
  ice, the target is instantly freed. 
   
  Finally, any creature in a grapple with the target 
  takes fire damage equal to half of the total 
  unless they can spend their reaction to let go 
  (some creatures may not be able to let go so 
  easily, such as stirges that attach to the target). 
   
  
  ELEMENTAL MAGIC 
   
   
  31 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 5th level or higher, the fire 
  damage increases by 1d12 for every slot level 
  above 4th. 
   
   
  CLOAK OF FIRE 
  1st level evocation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a bit of phosphorus and a 
  small square of woolen cloth) 
  Duration: 10 minutes 
   
  Thin and wispy flames form a cloak you wear 
  for the duration, shedding dim light for 10 feet. 
   
  The flames reduce all cold damage you take by 
  2 for the duration. 
   
  In addition, whenever a creature within 5 feet 
  of you hits you with a melee attack, the cloak 
  erupts with flame. The attacker takes 1d4 fire 
  damage. Creatures that end their turn in a 
  grapple with you also take 1d4 fire damage. 
   
  Finally, you can expend the spell as an action to 
  take off the cloak and throw it, creating a 15-
  foot cone of fire. Creatures in the cone must 
  make Dexterity saving throws or take 2d4 fire 
  damage, or half damage on a successful save. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 2nd level or higher, the amount of 
  cold damage reduced increases by 2 and the 
  fire damage of the cone increases by 2d4 for 
  every slot level above 1st. 
   
   
  CLOBBERING SMITE 
  2nd level evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
   
  The next time you hit a creature with a melee 
  weapon attack during this spell’s duration, your 
  weapon takes on a stony appearance, and the 
  attack deals an extra 3d6 bludgeoning damage 
  to the target. Additionally, the target must 
  succeed on a Strength saving throw or be 
  knocked prone. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher, the 
  bludgeoning damage increases by 1d6 for every 
  slot level above 2nd. 
   
   
  CONJURE ROCK 
  Conjuration cantrip 
  Casting Time: 1 action 
  
  ELEMENTAL MAGIC 
   
   
  32 
   
  Range: 15 feet 
  Components: V, S 
  Duration: 1 hour 
    
  You conjure a rock, which can weigh no more 
  than 14 pounds but can take on a variety of 
  shapes, such as a rough flat disc, a crude 
  sphere, an oval, or whatever the Storyteller 
  allows. It can appear in your hand as a crude 
  but effective club or dagger. 
   
  If you conjure the rock above a creature in 
  midair, it must make a Dexterity saving throw to 
  avoid the rock, taking 1d6 bludgeoning damage 
  on a failure. If you were already higher than the 
  creature (on a cliff, on a castle wall, flying, etc.), 
  the rock deals 1d6 bludgeoning damage for 
  every 10 feet it drops, but the creature has 
  advantage on its saving throw to avoid the rock 
  against DC 10. 
   
  You may only have three instances of this spell 
  active at a time; casting it again causes the first 
  rock to disappear. 
   
  This spell’s number of active instances increases 
  by one when you reach 5th level (4 rocks), 11th 
  level (5 rocks), and 17th level (6 rocks). 
   
   
  CRUCIBLE FLAME 
  8th level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a piece of slag and a 
  lump of metal) 
  Duration: 24 hours 
    
  You direct intense flames at a single creature or 
  object. If the target is a creature or an object 
  being held or carried by a creature, that 
  creature can make a Dexterity saving throw to 
  take half damage. On a failure, the target takes 
  10d12 fire damage. This effect is instantaneous. 
   
  During the next 24 hours, if you take 50 or more 
  points of fire damage from a single source 
  instantaneously, and that damage was not 
  reduced or prevented to below 50 (such as from 
  immunity or resistance to fire), you gain an 8th 
  level spell slot, and this spell ends. 
   
   
  DEFLECT 
  1st level abjuration 
  Casting Time: 1 reaction, which you take when 
  you are about to be struck by a ranged weapon 
  attack 
  Range: Self 
  Components: V 
  Duration: Instantaneous 
    
  You use a sudden gust of wind to knock a 
  projectile off course.  You gain +10 AC against 
  the triggering ranged weapon attack.  If it is a 
  critical hit, you gain resistance to the damage 
  dealt by that attack. 
   
   
  DEWDROP DANCE 
  1st level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: S 
  Duration: 10 minutes 
   
  After you perform a few whimsical fey-like 
  dance steps, you are imbued with the magic of 
  morning dew. 
   
  You gain the ability to move across liquid as if it 
  were solid ground, as long as you do not cross 
  more than 15 feet of liquid, and do not end 
  your turn there. Lava still deals damage from its 
  heat. 
   
  
  ELEMENTAL MAGIC 
   
   
  33 
   
  Additionally, every drink you set to 
  your lips is purified and rendered free 
  of poison and disease. This only affects 
  the fluid you drink, not what is left in 
  the container. 
   
  You can expend the spell as an action 
  to cover a 20-foot radius of ground 
  within 60 feet of you in slippery 
  dewdrops until the beginning of your 
  next turn, making it difficult terrain. 
  When a creature enters the spell’s 
  area for the first time on a turn or 
  starts its turn there, it must make a 
  Dexterity saving throw. On a failed save, it falls 
  prone. 
   
   
  DON’T BREAK THE ICE 
  1st level transmutation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a tiny hammer or ice 
  pick) 
  Duration: Instantaneous 
   
  You create up to four 10-foot square sections of 
  thin ice within the spell’s area on open water, 
  or you can cause existing ice to become thin ice. 
  The ice can form over fast-moving current if it is 
  anchored to something but crashing waves on 
  the ocean may destroy thin ice. 
   
  Thin ice is a wilderness hazard described on p. 
  111 of the Dungeon Master’s Guide, reprinted 
  here for your convenience: 
   
  Thin ice has a weight tolerance of 3d10 x 10 
  pounds per 10-foot square area. Whenever the 
  total weight on an area of thin ice exceeds its 
  tolerance, the ice in that area breaks. All 
  creatures on broken ice fall through. 
   
  Creatures may make a Wisdom (Survival) check 
  against your spell save DC to identify patches of 
  thin ice in otherwise stable ice. Otherwise, 
  creatures are unaware until they step on the ice 
  and either hear it creaking or fall through. 
   
  Creatures trapped beneath thin ice can use an 
  action to make a Strength check (DC 10) to 
  break through the ice from below. 
   
  While this spell can be used to bridge across 
  water or to create treacherous ice for your foes, 
  the spell was originally developed by a young 
  Waterdhavian noble who would freeze over 
  pools or ponds in the summer and then see 
  who among their friends could cross it safely. 
  The spell become a fad for a time, making its 
  way into many dilettantes’ spellbooks and 
  eventually to wider distribution. 
   
   
  DROWN 
  7th level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (six tablespoons of water, 
  roughly 1/3rd of a cup) 
  Duration: Concentration, up to 1 minute 
   
  
  ELEMENTAL MAGIC 
   
   
  34 
   
  A target creature you can see begins suffocating 
  as water is conjured directly into its lungs. The 
  creature can remain conscious for a number of 
  rounds equal to its Constitution modifier 
  (minimum 1 round). During this time the 
  creature is choking and cannot speak or use 
  verbal components of spells and is treated as 
  poisoned. 
   
  At the beginning of the target’s turn each 
  round, the target must make a Constitution 
  saving throw, and on a success the spell ceases 
  to affect them as they cough up the water. 
  Another creature can attempt a Wisdom 
  (Medicine) check as an action to clear the water 
  from the target’s lungs, DC equal to your spell 
  save DC. 
   
  Once the target has been affected for rounds 
  equal to its Constitution modifier (minimum 1 
  round), at the start of its next turn it drops to 0 
  HP and is dying. It can’t regain hit points or be 
  stabilized until it can breathe again. 
   
  If your concentration is interrupted, the target 
  automatically coughs up the water and begins 
  breathing again as long as they have access to 
  air. 
   
   
  DYNAHEIR’S FIREBURST 
  2nd level evocation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a small piece of candle 
  wick that has burned before) 
  Duration: Instantaneous 
    
  You create an explosion of fire within range 
  centered on a point in space and erupting into a 
  15-foot radius burst. Creatures within the area 
  must make Dexterity saving throws or take 3d6 
  fire damage, or half damage on a successful 
  save. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher, you deal an 
  additional 1d6 fire damage for every slot level 
  above 2nd. 
   
   
  ELEMENTAL FUSION 
  5th level abjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: 1 minute 
    
  You ward a target creature against elemental 
  damage, and if they take 2 or more damage 
  types, they can release a fusion bolt of all the 
  damage types they have been subjected to. 
   
  The target creature gains resistance to the first 
  instance each of the damage types acid, cold, 
  fire, lightning, and thunder. Once a damage 
  type has been resisted, it stores as an elemental 
  charge. 
   
  Once the target has been subjected to at least 
  two different damage types listed here, the 
  target can spend an action to release 2 or more 
  elemental charges into a fusion bolt. The bolt 
  deals 2d10 damage per elemental charge. 
   
  Once each resistance and elemental charge has 
  been used, the spell ends. 
   
  For example, if a target took fire, acid, and cold 
  damage, those resistances would be gone, and 
  the target could release a fusion bolt that deals 
  6d10 damage – 2d10 fire, acid, and cold, 
  respectively. They could not release another 
  fusion bolt unless they took lightning and 
  thunder damage to gain 2 elemental charges. 
   
   
  
  ELEMENTAL MAGIC 
   
   
  35 
   
  EXCAVATE 
  2nd level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: S, M (a fragment of pottery) 
  Duration: Concentration, up to 1 minute 
   
  You begin excavating a 5-foot cube of soil, 
  sifting magically for objects of interest. 
   
  Every round that you concentrate, the spell 
  excavates six inches of soil, including mud or 
  clay, but not solid rock. Objects in the soil 
  weighing 40 pounds or less move through the 
  air and arrange themselves on a surface of your 
  choice by order of the location and depth they 
  were found at. 
   
  The soil can either return to the 5-foot cube it 
  came from, or it can be piled in another square. 
  A 5-foot pile of loose dirt counts as difficult 
  terrain. The excavation occurs too slowly to 
  drop a creature into the pit or cause any 
  damage. 
   
  This spell was originally developed for 
  archaeological digging, but it has seen countless 
  other uses. Clerics use this spell in funeral rites 
  to bury the dead, for instance. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher, you may 
  target another 5-foot cube of soil for every slot 
  level above 2nd. If you excavate deeper than 5 
  feet, the duration of concentration extends by 1 
  minute per additional 5 feet of depth. 
   
   
  FIERY SMITE 
  1st level evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
   
  The next time you hit a creature with a melee 
  weapon attack during this spell’s duration, your 
  weapon is sheathed in pulsating fire, and the 
  attack deals an extra 2d6 fire damage to the 
  target. 
   
  Additionally, creatures hostile to you that are 
  adjacent to the target must succeed on a 
  Dexterity saving throw or take 1d4 fire damage. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 2nd level or higher, the fire 
  damage increases by 1d6 for the primary target 
  and 1d4 for adjacent foes for every slot level 
  above 1st. 
   
   
  FIREWALKING 
  1st level abjuration 
  Casting Time: 1 bonus action 
  Range: 30 feet 
  Components: V, S 
  Duration: 10 minutes 
    
  This spell wards a target creature against fire, 
  allowing them to move safely through burning 
  nonmagical fires. For the duration, the target 
  can be exposed to nonmagical fire without 
  taking damage, as long as the fire damage does 
  not exceed a maximum damage roll of 40 (4d10 
  has a maximum roll of 40 and would be a safe 
  amount but wading into lava would not be 
  safe). 
   
  In addition, the target gains resistance to 
  magical fire damage if it causes damage upon 
  beginning your turn in the area, entering the 
  area, or ending your turn in the area. This does 
  not apply to other fire damage, such as being 
  on fire from Ignite or being in the area of a 
  Fireball. 
   
  
  ELEMENTAL MAGIC 
   
   
  36 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 2nd level or higher, the 
  nonmagical fire damage threshold increases by 
  20 and you may target an additional creature 
  for every slot level above 1st. 
   
   
  FLAMING VOLLEY 
  5th level conjuration 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S, M (one piece of ammunition 
  or one thrown weapon, which is on fire) 
  Duration: Instantaneous 
    
  You fire a burning piece of nonmagical 
  ammunition from a ranged weapon or throw a 
  burning nonmagical weapon into the air and 
  choose a point within range. 
   
  Hundreds of duplicates of the ammunition or 
  weapon fall in a fiery volley from above and 
  then disappear. Each creature in a 40-foot-
  radius. 20-foot-high cylinder centered on that 
  point must make a Dexterity saving throw. A 
  creature takes 8d6 fire damage on a failed save, 
  or half as much damage on a successful one. 
   
  Creatures who failed the save catch on fire, 
  along with the other flammable objects in the 
  area. Burning creatures take 1d6 fire damage at 
  the beginning of their turn every round. 
   
  An affected creature may spend an action to 
  attempt a Dexterity saving throw to put out the 
  flames on itself or on one object. Otherwise, 
  the fire continues to burn and may spread until 
  it runs out of fuel. 
   
  Other effects and mundane conditions may 
  extinguish the flames, such as being immersed 
  in water, being in the area of Gust of Wind, or 
  being in the area of rainfall from Create or 
  Destroy Water. 
   
   
  FOSSILIZE 
  8th level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S 
  Duration: Instantaneous 
   
  You gesture towards a creature within range, 
  turning it to stone. If the target has 75 hit points 
  or fewer, it is petrified. Otherwise, the spell has 
  no effect. 
   
   
  
  ELEMENTAL MAGIC 
   
   
  37 
   
  FREEZING SMITE 
  2nd level evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
   
  The next time you hit a creature with a melee 
  weapon attack during this spell’s duration, your 
  weapon is sheathed in frost, and the attack 
  deals an extra 1d6 cold damage to the target. 
  Additionally, the target must succeed on a 
  Constitution saving throw or be restrained until 
  the spell ends. 
   
  A creature restrained by this spell makes a 
  Strength saving throw at the end of each of its 
  turns. On a successful save, it is no longer 
  restrained. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher, the cold 
  damage increases by 1d6 for every slot level 
  above 2nd. 
   
   
   
  GHOST SHIP 
  9th level necromancy 
  Casting Time: 1 minute 
  Range: 1 mile 
  Components: V, S, M (a cursed magic item or an 
  imprisoned soul, plus 1,000 gp worth of black 
  pearls; the spell consumes the components) 
  Duration: 30 days 
   
  You call to the netherworld and bring forth a 
  dark, ghostly sailing ship with tattered black 
  sails and jagged holes in the hull. Despite the 
  ship’s appearance, it is seaworthy and, if 
  desired, can carry you and your companions 
  safely. Once the vessel has arrived, you do not 
  have to stay within range of it. 
   
  Due to the ship’s ghostly nature, it has 
  resistance to all forms of damage except for 
  radiant damage. The ship also travels at an 
  unnatural speed of 6 miles per hour, blown by 
  the cold winds of Hades. It is otherwise 
  functionally identical to a sailing ship. The ship 
  is armed with ballistae or cannons, as 
  appropriate, with enough ammunition to last 
  for the duration. 
   
  The cabins are furnished (though the 
  furnishings are a bit ancient and with occasional 
  barnacles), and the galley contains sufficient 
  foodstuffs and preparation equipment to serve 
  three full meals per day to up to 20 people. The 
  food tastes stale and salty and the water 
  brackish, but it is otherwise nourishing. 
   
  A crew of the undead serve your telepathic 
  commands. The vessel is captained by a wraith, 
  the quartermaster is a banshee, two wights fill 
  in as boatswains, and the rest of the crew is 16 
  skeletons. The undead crew are considered 
  proficient with Tools (Water Vehicles), and the 
  wraith, banshee, and wights are proficient with 
  Tools (Navigator’s Tools). The crew cannot go 
  further than 100 feet from the ship. 
   
  The crew can operate and navigate the ship 
  entirely on their own but will not set a new 
  course without your instructions. The undead 
  crew can follow open-ended instructions, such 
  as “Get my companions to the Isle of Doom 
  alive by whatever means necessary.” 
   
   
   
   
   
   
   
   
   
  
  ELEMENTAL MAGIC 
   
   
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  GIFTS FROM THE INFERNO 
  7th level evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: 1 hour 
   
  You hold your hand out towards the nearest fire 
  or volcano as you politely ask the elemental 
  flames for help, and when you pull your hand 
  back you are holding four marble-sized orbs of 
  red energy. 
   
  While the duration continues, you or a creature 
  you hand one or more orbs to can create one of 
  the following effects by spending an action and 
  destroying the orb. All effects use the caster’s 
  ability score modifier and proficiency bonus 
  regardless of the creature using them. 
   
  • 
  Burn. Make a ranged spell attack 
  against a target within 60 feet. If 
  the attack hits, the target takes 8d6 
  fire damage and takes an additional 
  4d6 fire damage at the end of the 
  target’s next turn. If the target is 
  flammable, it will catch on fire and 
  burn further. 
  • 
  Conflagration. Throw the orb to 
  strike the ground within 60 feet. A 
  30-foot cube around that point 
  becomes engulfed in fire for 1 
  minute. Creatures who are caught 
  in the area initially or that enter it 
  or end their turn there must make a 
  Dexterity saving throw, taking 4d6 
  fire damage on a failure or half 
  damage on a success. A creature 
  who failed their save also catches 
  on fire, burning for 2d6 fire damage 
  at the beginning of their turn every 
  round. The creature may spend an 
  action to attempt a Dexterity saving 
  throw to put out the flames, or they 
  will keep burning until there is no 
  fuel left. 
  • 
  Fire Portal. A creature can crush the 
  sphere in its hand to absorb the 
  power of teleporting through fire. A 
  creature can either perform a single 
  long teleport, or a series of short 
  teleports. On a long teleport, the 
  creature enters an adjacent source 
  of fire (or great heat such as lava) as 
  a bonus action and emerges from 
  another source within 50 miles. If 
  you are choosing an unfamiliar fire, 
  you can specify a distance and 
  direction and hope for the best. For 
  shorter teleports, for a duration of 
  1 minute, the creature can enter an 
  adjacent source of fire (or great 
  heat such as lava) as a bonus action 
  and emerge from another fire 
  within 300 feet. In either case, the 
  creature can safely enter and exit 
  the fire and heat without adverse 
  effects. 
  • 
  Thoughts Aflame. A creature can 
  consciously absorb the sphere for 
  knowledge. Until the duration of 
  this spell ends, the creature forgets 
  any 1st level spells it has prepared 
  for one class and replaces them 
  with the following list: Ashfall, 
  Cloak of Fire, Firewalking, Hellish 
  Rebuke (PHB), Ignite. 
   
  Any unused orbs disappear when the duration 
  ends. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 8th level or higher, the number of 
  orbs increases by 2 for every slot level above 
  7th. 
  
  ELEMENTAL MAGIC 
   
   
  39 
   
   
  GIFTS FROM THE MOUNTAIN 
  7th level evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: 1 hour 
   
  You hold your hand down towards the ground 
  as you politely ask the earth and mountains for 
  help, and when you pull your hand back you are 
  holding four marble-sized orbs of grey energy. 
   
  While the duration continues, you or a creature 
  you hand one or more orbs to can create one of 
  the following effects by spending an action and 
  destroying the orb. All effects use the caster’s 
  ability score modifier and proficiency bonus 
  regardless of the creature using them. 
   
  • 
  Earth Passage. A creature can crush 
  the sphere in its hand to absorb the 
  power of climbing and moving 
  through rock. For 10 minutes, the 
  creature can climb at a speed of 60 
  feet. Once during the duration, the 
  creature can choose to pass 
  through earth and stone on their 
  next move action in any direction 
  without disturbing the material. If 
  they have not reached an open area 
  at the end of the movement, they 
  are shunted to the nearest open 
  space taking 1d10 force damage per 
  10 feet of distance. 
  • 
  Rock in Role. A creature can 
  consciously absorb the sphere for 
  knowledge. Until the duration of 
  this spell ends, the creature forgets 
  any 1st level spells it has prepared 
  for one class and replaces them 
  with the following list: Acid Patch, 
  Razor Scree, Rockflesh, Stonestep, 
  Volcanic Hammer. 
  • 
  Sickening Acid. Make a ranged spell 
  attack against a target within 60 
  feet. If the attack hits, the target 
  takes 10d6 acid damage and is 
  poisoned until the end of the 
  target’s next turn. 
  • 
  Stabilize Terrain. Throw the orb to 
  strike the ground within 60 feet. 
  Areas of difficult terrain in a 40-foot 
  cube become normal terrain, and 
  any checks a creature makes to 
  travel through the terrain gain 
  advantage (scaling a cliff, jumping 
  over a chasm, etc.). Treacherous 
  areas of thin terrain, such as the 
  crust over a geothermal vent or thin 
  dirt over a natural hole, thicken to 
  become safe to traverse. 
  Earthquakes do not affect the 
  stabilized area for a duration of 1 
  minute. 
   
  Any unused orbs disappear when the duration 
  ends. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 8th level or higher, the number of 
  orbs increases by 2 for every slot level above 
  7th. 
  
  ELEMENTAL MAGIC 
   
   
  40 
   
   
   
  GIFTS FROM THE OCEAN 
  7th level evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: 1 hour 
   
  You hold your hand out towards the nearest 
  large body of water as you politely ask the 
  oceans for help, and when you pull your hand 
  back you are holding four marble-sized orbs of 
  deep blue-green energy. 
   
  While the duration continues, you or a creature 
  you hand one or more orbs to can create one of 
  the following effects by spending an action and 
  destroying the orb. All effects use the caster’s 
  ability score modifier and proficiency bonus 
  regardless of the creature using them. 
   
  • 
  Freeze in Place. Make a ranged spell 
  attack against a target within 60 
  feet. If the attack hits, the target 
  takes 10d6 cold damage and is 
  restrained until the end of the 
  target’s next turn. 
  • 
  Ice Over. Throw the orb to strike a 
  body of water or liquid that is 
  within 60 feet (not including water-
  based creatures). The liquid freezes 
  to a depth of 6 inches over an area 
  30 feet square. This ice lasts for 1 
  minute. Creatures that were 
  swimming on the surface of frozen 
  water are trapped in the ice. A 
  trapped creature can use an action 
  to make a Strength check against 
  your spell save DC to break free. 
  • 
  Swim. A creature can crush the 
  sphere in its hand to absorb the 
  power of swimming. Until the 
  duration of this spell ends, the 
  creature can swim at a speed of 60 
  feet and breathe water in addition 
  to its normal respiration. 
  • 
  Through the Whirlpool. A creature 
  can consciously absorb the sphere 
  for knowledge. Until the duration of 
  this spell ends, the creature forgets 
  any 1st level spells it has prepared 
  for one class and replaces them 
  with the following list: Armor of 
  Agathys (PHB), Create or Destroy 
  Water (PHB), Dewdrop Dance, Don’t 
  Break the Ice, Purify Food and Drink 
  (PHB). 
   
  Any unused orbs disappear when the duration 
  ends. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 8th level or higher, the number of 
  orbs increases by 2 for every slot level above 
  7th. 
   
   
  GIFTS FROM THE SKY 
  7th level evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: 1 hour 
   
  You raise your hand up as you politely ask the 
  sky for help, and when you bring your hand 
  back down you are holding four marble-sized 
  orbs of light blue energy. 
   
  While the duration continues, you or a creature 
  you hand one or more orbs to can create one of 
  the following effects by spending an action and 
  destroying the orb. All effects use the caster’s 
  ability score modifier and proficiency bonus 
  regardless of the creature using them. 
   
  
  ELEMENTAL MAGIC 
   
   
  41 
   
  • 
  Disperse Vapors. A creature can 
  throw the sphere into a cloud. The 
  sphere soaks up fog, smoke, poison 
  gas, and any other effect that can 
  be dispersed by strong wind, 
  leaving a 20-foot radius area free of 
  such effects. 
  • 
  Flight. A creature can crush the 
  sphere in its hand to absorb the 
  power of flight. For a 1-minute 
  duration, the creature can fly at a 
  speed of 60 feet. 
  • 
  Mighty Gust. Make a ranged spell 
  attack against a target within 60 
  feet. If the attack hits, the target 
  creature or object, if Huge size or 
  smaller, is hurled 3d6 × 10 feet 
  directly away and knocked prone. If 
  a thrown target strikes an object, 
  such as a wall or floor, the target 
  takes 1d6 bludgeoning damage for 
  every 10 feet it was thrown. If the 
  target is thrown at another 
  creature, that creature must 
  succeed on a Dexterity saving throw 
  or take the same damage and be 
  knocked prone. 
  • 
  Winds of Change. A creature can 
  consciously absorb the sphere for 
  knowledge. Until the duration of 
  this spell ends, the creature forgets 
  any 1st level spells it has prepared 
  for one class and replaces them 
  with the following list: Deflect, 
  Feather Fall (PHB), Fog Cloud (PHB), 
  Thunderwave (PHB), Zephyr. 
   
  Any unused orbs disappear when the duration 
  ends. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 8th level or higher, the number of 
  orbs increases by 2 for every slot level above 
  7th. 
   
   
  HEALING BREEZE 
  4th level evocation 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
   
  You create a 40-foot cube where a gentle, warm 
  wind blows in from the south. Allied creatures 
  in the breeze may spend a hit die as a free 
  action once per turn to heal themselves. The 
  breeze suppresses stronger wind effects in the 
  area for the duration, whether natural or 
  magical, if the winds do not originate from a 
  spell of higher level. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 5th level or higher, the amount of 
  healing your allies receive per hit die spent 
  increases by +3 for every slot level above 4th. 
   
   
  HEAT WAVE 
  3rd level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a tiny hand fan) 
  Duration: Instantaneous 
    
  
  ELEMENTAL MAGIC 
   
   
  42 
   
  You cause creatures within a 40-foot cube to 
  experience an intense heat wave. Affected 
  creatures must make a Constitution saving 
  throw, and on a failure take 1d12 fire damage 
  and take one level of exhaustion. This damage 
  comes from heat and will not set anything on 
  fire. 
   
  Creatures who are resistant or immune to fire 
  do not suffer exhaustion. 
   
   
   
   
   
   
  ICEBERG 
  4th level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: 8 hours 
    
  You conjure a 15 ft. by 15 ft. by 15 ft. cube of 
  ice, which you can place floating on the surface 
  of a body of water as long as no creatures 
  occupy those squares and the water is 
  sufficiently deep. The cube has 540 hit points, 5 
  AC, typical object characteristics such as 
  immunity to poison and psychic damage, is 
  made of fresh clean water, weighs roughly 96 
  tons, and floats. 
   
  While this can make a formidable obstacle, it 
  was originally developed for transportation and 
  shipping to float along the current for a day’s 
  worth of travel. 
   
  You may only have one instance of this spell 
  active at a time; casting it again causes the first 
  cube to disappear. 
   
   
  IGNITE 
  1st level evocation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a pinch of coal dust) 
  Duration: Instantaneous 
    
  You cause up to two creatures or unattended 
  nonmagical flammable objects to catch on fire. 
  Creatures may make Dexterity saving throws, 
  and on a success suffer no ill effects. 
   
  A burning creature or object takes 1d6 fire 
  damage at the start of its turn (unattended 
  objects burn on initiative count 20). A burning 
  object will deal 1d6 fire damage to a creature 
  touching it if the creature ends its turn in 
  contact with the burning object. 
   
  An affected creature may spend an action to 
  attempt a Dexterity saving throw to put out the 
  flames on itself or on one object. Otherwise, 
  the fire continues to burn and may spread until 
  it runs out of fuel. 
   
  Other effects and mundane conditions may 
  extinguish the flames, such as being immersed 
  in water, being in the area of Gust of Wind, or 
  
  ELEMENTAL MAGIC 
   
   
  43 
   
  being in the area of rainfall from Create or 
  Destroy Water. The flames are too strong to be 
  extinguished by Druidcraft or Prestidigitation. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 2nd level or higher, you may 
  target an additional creature or object for every 
  slot level above 1st. 
   
   
   
   
  INCINERATE 
  5th level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (ashes) 
  Duration: Instantaneous 
    
  Crimson flames briefly engulf a target that you 
  can see within range. A creature targeted by 
  this spell must make a Dexterity saving throw. 
  On a failed save, the target takes 10d10 fire 
  damage. If this damage reduces the target to 0 
  hit points, it is burnt to a pile of ashes. 
   
  A creature destroyed this way and everything it 
  is wearing and carrying, except magic items, are 
  reduced to a pile of ashes. The creature can be 
  restored to life only by means of a True 
  Resurrection or a Wish spell. 
   
  This spell automatically burns up a Large or 
  smaller nonmagical object. If the target is a 
  Huge or larger object, this spell burns up a 10-
  foot-cube portion of it. A magic item is 
  unaffected by this spell. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 6th level or higher, the damage 
  increases by 2d10 for each slot level above 5th. 
   
   
  JUDGMENT BY THUNDERBOLT 
  5th level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You send up a prayer to your deity, calling for 
  swift judgment against a foe in the form of 
  lightning and thunder. First, you entreat your 
  deity with a Charisma (Persuasion) check 
  against a DC equal to 10 + one-half of the target 
  creature’s Challenge Rating (CR). The Storyteller 
  will decide if favorable circumstances would 
  grant you advantage on this check, or even 
  remove the need for a check if the target is part 
  of a divine quest from your church. 
  
  ELEMENTAL MAGIC 
   
   
  44 
   
   
  If your check succeeds, a boom of thunder can 
  be heard up to 1,000 feet away as lightning 
  lances down from the heavens. The target must 
  make a Constitution saving throw. On a failure, 
  the target takes 7d12 lightning damage and is 
  stunned until the beginning of your next turn. 
  On a success, the target takes half damage and 
  is not stunned. 
   
  If your check failed, you gain one level of 
  exhaustion and the target must make a 
  Constitution saving throw. On a failure, the 
  target takes 5d12 lightning damage. On a 
  success, the target takes half damage. No 
  thunder accompanies the strike from a failed 
  check. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 6th level or higher, the lightning 
  damage increases by 1d12 for every slot level 
  above 5th. 
   
   
  LIVING STATUE 
  7th level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 12 hours 
   
  You touch a willing creature and it transforms 
  into living rock, becoming a mobile statue. The 
  target’s armor class cannot be less than 20. It 
  gains resistance to bludgeoning, piercing, and 
  slashing damage. 
   
  Unfortunately, being made of stone comes with 
  some drawbacks. The target’s speed cannot be 
  greater than 15 feet in any movement form, 
  and they have disadvantage on Acrobatics 
  checks and checks made for swimming. The 
  target can walk along the bottom of bodies of 
  water as if weighted. 
   
  The target gains advantage on checks made to 
  resemble a statue, such as hiding with Stealth in 
  a sculpture garden, disguising as a famous 
  statue, or on a Deception check when someone 
  investigates more closely. 
   
   
  MANSHOON’S ICE SKEWER 
  2nd level evocation 
  Casting Time: 1 action 
  Range: 100 feet (line) 
  Components: V, S 
  Duration: Instantaneous 
    
  You launch a vicious spear of ice meant to 
  skewer one or more foes in a line.  The first 
  creature in the line must make a Dexterity 
  saving throw, taking 9d4 cold damage on a 
  failure and none on a success.  If any die rolls 
  maximum damage, the line continues to the 
  next creature. 
   
  The second affected creature, if any, must make 
  a Dexterity saving throw, and on a failure takes 
  cold damage equal to the number of dice that 
  rolled maximum against the first creature (for 
  example, if you rolled three 4’s against the first 
  creature struck, the second creature would take 
  3d4). 
   
  If any dice rolled maximum against the second 
  creature, the line continues in the same 
  pattern, with every subsequent creature that 
  fails a Dexterity saving throw taking d4’s of cold 
  damage equal to the number that rolled 
  maximum against the creature before it. 
   
  If a creature avoids the spell, the next creature 
  in line risks taking the effect, until a creature is 
  struck or there are none left in the line’s range. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher, you deal an 
  additional 2d4 cold damage for every slot level 
  above 2nd. 
  
  ELEMENTAL MAGIC 
   
   
  45 
   
   
   
  MANSHOON’S XORN TALONS 
  3rd level conjuration 
  Casting Time: 1 action 
  Range: 20 feet (crescent-shaped area) 
  Components: V, S, M (a piece of xorn flesh) 
  Duration: 1 minute 
    
  This spell, also known as stony hands, creates a 
  crescent-shaped area in front of the caster, 
  where any creature passing through is clawed 
  and grabbed at by taloned stone arms that 
  erupt from the ground. These appendages 
  resemble the three upper limbs of xorn from 
  the Elemental Plane of Earth. 
   
  The area created is in the shape of an outward-
  facing crescent moon (see the visual aid). On a 
  map grid, start by imagining an area 10 feet 
  long by 35 feet wide next to the caster. Push 
  the 5-foot wide areas on each end forward by 
  10 feet, then push the next 5-foot wide area 
  forward by 5 feet, so that the outer edges of 
  the rectangle have formed a crescent shape.  
   
  The spell’s area becomes difficult terrain. A 
  creature that is in the spell’s area when first 
  cast, or that enters the area for the first time on 
  a turn must make a Dexterity saving throw or 
  take 2d8 magical slashing damage and become 
  grappled. On a successful save, the creature 
  takes half damage and is not grappled. 
   
  A grappled creature can use an action to make a 
  Strength (Athletics) or Dexterity (Acrobatics) 
  check against your spell save DC. On a success, 
  they are no longer grappled. 
   
  A 5-foot square of talons can be destroyed by 
  normal means (AC 19, HP 35, immune to poison 
  and psychic damage), or the entire area can be 
  undone by the spell Transmute Rock. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 4th level or higher, you deal an 
  additional 1d8 magical slashing damage and the 
  talons gain 20 additional HP for every slot level 
  above 3rd. 
   
   
  MOUNTAINCALLING 
  9th level conjuration 
  Casting Time: 1 minute 
  Range: 3 miles 
  Components: V, S, M (one piece each of 
  sedimentary, igneous, and metamorphic rocks, 
  whose combined value is at least 5,000 gp; the 
  spell consumes the items) 
  Duration: Instantaneous 
    
  A mountain of stone erupts from a circular area 
  of ground of your choice that you can see. The 
  radius of the mountain is 500 feet, and you can 
  specify whether the mountain is tall and craggy, 
  shorter with a wide ridgeline, or any other 
  natural shape such as a plateau. The area must 
  not have any buildings or other structures on it. 
  Any creatures in the area are harmlessly lifted 
  up as the mountain rises. 
   
  The stone composition of the mountain is 
  similar to the terrain that was beneath it, but it 
  has no deposits of ore or gemstones for any 
  material with a value equal to silver or greater 
  by weight. 
   
  
  ELEMENTAL MAGIC 
   
   
  46 
   
  You can specify any section of the mountain to 
  qualify as difficult terrain, and some areas may 
  only be scalable by climbing speed or with a 
  Strength (Athletics) check. 
   
  The mountain is permanent and cannot be 
  dispelled. 
   
   
  NO-FIRE RUSE 
  4th level illusion 
  Casting Time: 1 action 
  Range: Sight 
  Components: V, S 
  Duration: 12 hours 
    
  You mask all light sources within a 1,000-foot 
  radius centered on a point of your choice. 
  Within that radius the light sources function 
  normally, but creatures beyond the radius 
  cannot see the illumination, nor feel the heat of 
  fires, nor see or smell their smoke. 
   
  If a creature has some reason to doubt the 
  illusion, they may attempt an Intelligence saving 
  throw to disbelieve the illusion when 
  interacting with it, and on a success, they can 
  see past it as a hazy dome in the air. 
   
  Villages and towns become nearly invisible at 
  night on the surface or underground when 
  masked by this spell, and the size of an 
  approaching army can be hidden. Part of the 
  reason this spell is so effective is because 
  creatures that might otherwise see through the 
  illusion only do so when they get close to it. 
   
  You may only have one instance of this spell 
  active at a time; casting it again causes the 
  previous area to appear as normal. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 5th level or higher, the radius 
  increases by 1,000 feet for every slot level 
  above 4th. 
   
  ORB OF LAVA 
  3rd level conjuration 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a chip of igneous rock) 
  Duration: Instantaneous 
    
  You throw an orb of liquid lava at a target 
  within range. Make a ranged spell attack, and 
  on a hit, you deal 3d10 fire damage to the 
  target. 
   
  If the target is a creature, on its turn it may 
  spend an action to try to scrape off the lava 
  with a Dexterity saving throw, and on a success 
  the effect ends. If the target is still affected at 
  the end of their turn, they take 3d10 fire 
  damage and then the lava hardens into rock 
  and breaks off. 
   
  If the target takes 30 or more cold damage 
  while affected by this spell, the lava hardens 
  into rock and breaks off, ending the effect. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 4th level or higher, you deal an 
  additional 1d10 fire damage both initially and at 
  the end of the target’s round for every slot level 
  above 3rd. 
  
  ELEMENTAL MAGIC 
   
   
  47 
   
   
   
   
  PHOENIX FIRE 
  4th level evocation 
  Casting Time: 1 action 
  Range: 200 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You launch a blast of the eternal flame of the 
  mythical phoenix.  Fire in the shape of a 
  phoenix flies out and explodes at the target 
  point in a 20-foot radius burst, dealing 6d6 fire 
  damage. Creatures in the radius must make 
  Dexterity saving throws, and on a success take 
  half damage. 
   
  If the damage you roll is 18 or less, the spell slot 
  you used to cast this spell is not expended. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 5th level or higher, you deal an 
  additional 1d6 fire damage and the damage 
  threshold for retaining your spell slot increases 
  by 3 for every slot level above 4th. 
   
   
  RAIN 
  2nd level conjuration 
  Casting Time: 1 action 
  Range: 300 feet 
  Components: V, S, M (a drop of water) 
  Duration: 1 minute 
   
   
  A 100-foot-tall, 40-foot radius cylinder centered 
  on a point you choose is lightly obscured by 
  heavy rain. Exposed flames in the area are 
  doused. Creatures in the area have 
  disadvantage on Wisdom (Perception) checks 
  that rely on sight or hearing. 
   
   
   
   
  RAZOR SCREE 
  1st level conjuration 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a tiny piece of scree) 
  Duration: Concentration, up to 1 minute 
   
  A 30-foot square at a location you choose on 
  the ground is covered in sharp rock scree, a 
  type of formation found on the slopes of 
  weathering mountains, volcanoes, and similar 
  terrain. 
   
  The area becomes difficult terrain. Any creature 
  that travels across 15 feet of the scree on a 
  single turn must succeed on a Dexterity saving 
  throw or stop moving and take 1 slashing 
  damage. 
   
   
   
  ROCKFLESH 
  1st level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a pebble) 
  Duration: 8 hours 
    
  You transform the flesh of two target creatures 
  to become harder and more rocklike. The 
  targets each gain +1 AC for the duration, or 
  until the next time a target is struck by an 
  attack roll. Being successfully struck causes the 
  spell to end for that creature. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 2nd level or higher, you may 
  target two additional creatures for every slot 
  level above 1st. 
   
  
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  SALTBLAST 
  2nd level conjuration 
  Casting Time: 1 action 
  Range: 20 feet (cone) 
  Components: V, S 
  Duration: Instantaneous 
    
  You create a blast of raw elemental salt that 
  sprays out forcefully in a 20-foot cone. 
  Creatures in the area must make Dexterity 
  saving throws or take 2d10 magical slashing 
  damage and be blinded until the beginning of 
  your next turn. Creatures who successfully save 
  take half damage and are not blinded. 
   
  Oozes and slug-like creatures suffer 
  vulnerability to the damage done by this spell. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher, you deal an 
  additional 1d10 magical slashing damage for 
  every slot level above 2nd. 
   
  SAND JET 
  Conjuration cantrip 
  Casting Time: 1 action 
  Range: 10-feet (line) 
  Components: V, S 
  Duration: 1 round 
    
  This spell creates a jet of sand, which sprays out 
  forcefully to blind and flay your enemies.  
  Creatures in the line must make Dexterity 
  saving throws, and on a failure they each take 
  1d4 slashing damage and are blinded until the 
  beginning of your next turn. 
   
  This spell’s slashing damage increases by 1d4 
  when you reach 5th level (2d4), 11th level 
  (3d4), and 17th level (4d4). 
   
   
   
  SHOCKING SMITE 
  2nd level evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
   
  The next time you hit a creature with a melee 
  weapon attack during this spell’s duration, your 
  weapon is sheathed in electricity, and the 
  attack deals an extra 1d8 lightning damage to 
  the target. 
   
  Additionally, the target must succeed on a 
  Constitution saving throw or be stunned until 
  the end of its next turn. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher, the lightning 
  damage increases by 1d8 for every slot level 
  above 2nd. 
   
  
  ELEMENTAL MAGIC 
   
   
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  SNAKING FLAMES 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 15 feet (moldable area) 
  Components: V, S 
  Duration: Instantaneous 
    
  This spell creates curling, slithering tendrils of 
  fire that burst out and wind across the area you 
  specify. The area begins in one 5-foot square 
  adjacent to you, then you can affect up to two 
  additional 5-foot squares. Each affected square 
  must be adjacent to at least one other square. 
   
  Creatures in an affected square must make a 
  Dexterity saving throw, and on a failure take 
  1d6 fire damage. 
   
  It is believed that this spell was originally 
  developed by a yuan-ti sorceress. 
   
  This spell’s damage increases by 1d6 when you 
  reach 5th level (2d6), 11th level (3d6), and 17th 
  level (4d6). 
   
   
  SOFTEN STONE 
  Transmutation cantrip 
  Casting Time: 1 bonus action 
  Range: 30 feet 
  Components: V, S 
  Duration: 1 minute 
    
  You make stone easier to break, cut, and carve 
  for the duration. You target a stone that fits 
  within a 5-foot cube, or a 5-foot section of rock. 
  Creatures who make an attack or check against 
  the stone add +1 to their roll, and if dealing 
  damage add +1 to the damage dealt. 
   
  You can target a creature made of stone with 
  this spell. The creature resists with a 
  Constitution saving throw, and on a failure, 
  creatures attacking it gain the bonuses 
  mentioned above. 
   
  You may have up to three instances of this spell 
  active at one time. Casting it again causes the 
  oldest spell to end. 
   
  This spell’s bonuses to attacks, checks, and 
  damage increase by 1 when you reach 5th level 
  (+2), 11th level (+3), and 17th level (+4). 
   
   
  SPLASH 
  Conjuration cantrip 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You splash a target with a substantial quantity 
  of water, enough to damage it and knock it off 
  balance. The target must make a Strength 
  saving throw, and on a failure takes 1d4 
  bludgeoning damage and is knocked prone. 
   
  If you target a creature that is submerged in 
  liquid, it is pushed back 20 feet instead of being 
  knocked prone. 
   
  This spell’s damage increases by 1d4 when you 
  reach 5th level (2d4), 11th level (3d4), and 17th 
  level (4d4). 
   
   
  STATIC CHARGE 
  3rd level evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S, M (a piece of wool) 
  Duration: 1 minute 
    
  You become a generator for magical lightning, 
  causing blue sparks to jump across you. When 
  you first cast this spell and at the beginning of 
  
  ELEMENTAL MAGIC 
   
   
  50 
   
  your turn every round, you gain a 1d8 static 
  charge die. 
   
  You also gain another 1d8 static charge die the 
  first time you take lightning damage every 
  round. 
   
  Whenever a creature makes a melee attack 
  against you or tries to grapple you, your static 
  charge dice are all expended as lightning 
  damage against the attacker. That creature 
  must make a Dexterity saving throw, taking half 
  damage on a success. 
   
  You can also use your action to make a melee 
  spell attack as long as you have at least 1 static 
  charge die. On a successful attack, you expend 
  all of your static charge dice as lightning 
  damage. 
   
  Any static charge dice that remain when the 
  spell ends are lost.  You can only be affected by 
  one casting of this spell at a time. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 4th level or higher, you gain an 
  additional static charge die when you first cast 
  this spell for every slot level above 3rd. 
   
   
  STILLNESS 
  1st level abjuration 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V 
  Duration: 10 minutes 
   
  You cause the air within a 30-foot cube to 
  become utterly still. Winds that are strong or 
  weaker are quelled for the duration if they 
  come from natural sources. 
   
  Eerie calm and quiet accompany this spell, and 
  creatures in the area have advantage on 
  Perception checks made to listen. 
  If the winds you try to quell came from a 1st 
  level or lower spell, that spell is dispelled. For 
  each wind spell of 2nd to 4th level, make an 
  ability check using your spellcasting ability. The 
  DC equals 10 + the spell’s level. On a successful 
  check, the spell ends. On a failed check, this 
  spell ends. Wind spells of 5th level or higher are 
  unaffected. 
   
   
  STONESTEP 
  1st level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 10 minutes 
   
  You transform your feet into living stone. Every 
  round, you may treat one 5-foot square of 
  difficult terrain as though it was normal terrain 
  for you. This does not negate any damage or 
  other effects caused by the terrain. 
   
  Additionally, you can walk across caltrops with 
  no risk, and you can choose to sink in water at 
  the rate of 60 feet per round if you wish. You 
  can also choose to walk along the bottom of a 
  body of water as if anchored with weights. 
   
  You can expend the spell as an action to kick a 
  creature or object by making a melee spell 
  attack. If you hit, you deal 2d10 + your 
  spellcasting ability modifier magical 
  bludgeoning damage. If you are trying to kick 
  open a door or move an object, you can use 
  your spellcasting ability modifier in place of 
  your Strength modifier for the check; this does 
  not require an attack roll but also expends the 
  spell. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 2nd level or higher, the magical 
  bludgeoning damage increases by 1d10 for 
  every slot level above 1st. 
  
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  THOUSAND-FIRE RUSE 
  2nd level evocation 
  Casting Time: 1 action 
  Range: 300 feet 
  Components: V, S, M (a firefly) 
  Duration: 12 hours 
    
  You create a number of campfires within range 
  equal to a roll of 1d8 plus your spellcasting 
  ability modifier. You cannot place more than 
  one campfire per 20-foot square, but fires can 
  be adjacent at edges and corners of 20-foot 
  squares. The campfires can be seen from many 
  miles away, including their smoke trails.  
   
  The original purpose of this spell is as a military 
  deception to create the illusion of having more 
  troops. When you cast this spell, you can make 
  a Deception or Intimidation check opposed by 
  the enemy commander’s Insight check, and if 
  you succeed the enemy believes you have 
  additional troops based on the positioning of 
  your campfires and will change their plans 
  accordingly, perhaps retreating. 
   
  Each fire occupies a 5-foot square. It burns as if 
  fueled by wood or another natural fuel source 
  of your choice. Those nearby can hear the 
  crackle of wood and see ashes and cinders in 
  the smoke. 
   
  Any creature in a campfire’s space when you 
  cast the spell must succeed on a Dexterity 
  saving throw or take 1d6 fire damage. A 
  creature must also make the saving throw when 
  it moves into a campfire’s space for the first 
  time on a turn. A creature can only take this 
  damage once per turn, no matter how many 
  campfires they enter. 
   
  Some effects and mundane conditions may 
  extinguish the flames, such as being immersed 
  in water, being in the area of Gust of Wind, or 
  being in the area of rainfall from Create or 
  Destroy Water. The flames can also be 
  extinguished by Druidcraft or Prestidigitation. 
   
  You may only have one instance of this spell 
  active at a time; casting it again causes the 
  previous campfires to disappear. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher, you create 1d8 
  additional campfires for every slot level above 
  2nd. 
   
   
  TORCHLIGHT 
  Evocation cantrip 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: 10 minutes 
    
  You create a brilliant flame in your hand 
  equivalent to a torch, shedding 20 feet of bright 
  light and an additional 20 feet of dim light. 
   
  You can 
  replace your 
  normal melee 
  attack with a 
  melee spell 
  attack. On a 
  hit, you deal 
  1d6 fire 
  damage. You 
  can cast this 
  spell multiple 
  times until 
  you are 
  holding a 
  flame in 
  every hand. 
  The flames 
  can be used 
  in a dual-
  wield attack 
  
  ELEMENTAL MAGIC 
   
   
  52 
   
  or a multiattack, or to attack multiple times if 
  you have an ability like the Extra Attack class 
  feature. 
   
  This spell’s damage increases by 1d6 when you 
  reach 5th level (2d6), 11th level (3d6), and 17th 
  level (4d6). 
   
  UNDERTOW 
  2nd level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a piece of coral) 
  Duration: 1 minute 
    
  You cause up to two target creatures to 
  experience the same problems as fighting 
  underwater as they suddenly feel bogged down. 
  Targeted creatures must make a Strength 
  saving throw, and on a success suffer no ill 
  effects. 
   
  On a failure, a creature suffers the effects on 
  weapon attacks listed below. At the end of a 
  creature’s turn, it makes another Strength 
  saving throw, and on a success the spell ends 
  for that creature. 
   
  When making a melee weapon attack, if the 
  creature doesn’t have a swimming speed it has 
  disadvantage on the attack roll unless the 
  weapon is a dagger, javelin, shortsword, spear, 
  or trident. 
   
  A ranged weapon attack automatically misses a 
  target beyond the weapon’s normal range. Even 
  against a target within normal range, the attack 
  roll has disadvantage unless the weapon is a 
  crossbow, a net, or a weapon that is thrown like 
  a javelin (including a spear, trident, or dart). 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher, you may 
  target an additional creature for every slot level 
  above 2nd. 
  VOLCANIC HAMMER 
  1st level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a pinch of brimstone) 
  Duration: 1 minute 
   
  A 5-foot hammer head of glowing volcanic 
  stone appears floating in an unoccupied space 
  and lasts for the duration. Any creature that 
  ends its turn within 5 feet of the hammer must 
  make a Dexterity saving throw. The creature 
  takes 1d4 fire damage on a failed save, or half 
  as much damage on a successful one.  
   
  As a bonus action, you can move the hammer as 
  follows: when the hammer first appears or after 
  it has stopped, you can move it 5 feet in any 
  direction, including through the air. If the 
  hammer was in motion on the previous round, 
  you can move it up to double that speed on the 
  following round: up to 10 feet on the 2nd 
  round, up to 20 feet on the 3rd round, up to 40 
  feet on the 4th round, to a maximum of 80 feet 
  on the 5th round. 
   
  If you ram the hammer into a creature, that 
  creature must make a Dexterity saving throw 
  against the hammer’s damage (1d4 fire damage 
  and 1d4 magical bludgeoning damage for every 
  round the hammer has been in motion, up to a 
  maximum of 5d4 fire and 5d4 magical 
  bludgeoning), and the hammer stops moving 
  this turn. 
   
  The hammer ignites flammable objects not 
  being worn or carried, and it sheds bright light 
  in a 10-foot radius and dim light for an 
  additional 10 feet. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 2nd level or higher, the damage 
  increases by 1d4 fire – both for creatures that 
  end their next to the hammer or for those 
  struck – for each slot level above 1st. 
  
  ELEMENTAL MAGIC 
   
   
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  VOLCANO 
  9th level conjuration 
  Casting Time: 1 action 
  Range: 3 miles 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
   
  A sudden explosion 
  of rock and rumbling 
  eruption of ash 
  heralds the 
  emergence of a 
  volcano, centered 
  on a point you can 
  see and spreading to 
  a radius of 200 feet. 
  Each creature within 
  the radius when it 
  appears must make 
  a Dexterity saving 
  throw. On a failed 
  save, a creature 
  takes 4d6 
  bludgeoning 
  damage as they are 
  struck by pyroclastic 
  ejecta. 
   
  Each round you maintain concentration on this 
  spell, the volcano produces additional effects 
  on your turn. 
   
  • 
  Round 2. Ash and poisonous gases 
  blanket the area. The area becomes 
  heavily obscured, and each creature 
  that begins its turn in the ash cloud 
  must make a Constitution saving throw 
  or take 2d6 poison damage and become 
  poisoned for 5 minutes. The poisonous 
  ash cloud continues for the duration. 
  Most winds do not disperse the cloud, 
  although massive wind effects like a 
  hurricane, tornado, Storm of Vengeance 
  or Xakitan’s Tornado Alley do. 
  • 
  Round 3. You create three streams of 
  lava that begin flowing away from the 
  central eruption point at a speed of 30 
  feet per round. You can direct their 
  flow, but the lava cannot flow uphill. A 
  creature in its path must make a 
  Dexterity saving throw. The creature 
  takes 6d10 fire damage on a failed save, 
  or half as much damage on a successful 
  one. A creature that falls prone while in 
  a lava flow must make a Dexterity 
  saving throw, taking 18d10 fire damage 
  on a failure, or half as much on a 
  success. The lava continues to flow 
  another 30 feet every round. 
  • 
  Round 4. In addition to the ash cloud 
  and lava, an earthquake tremor passes 
  through the 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. Each 
  creature on the ground in the area must 
  make a Dexterity saving throw. On a 
  failed save, the creature is knocked 
  prone. 
  • 
  Round 5-6. The poisonous ash cloud and 
  lava flows continue. 
  • 
  Round 7. Another earthquake tremor 
  strikes the area. Refer to Round 4. 
  • 
  Round 8-10. The poisonous ash cloud 
  and lava flows continue. 
   
  If your concentration is interrupted, usually the 
  effects dissipate, but there is a 1 in 20 chance 
  that the volcanic eruption gets worse and 
  becomes a true volcano. 
   
   
   
   
   
  
  ELEMENTAL MAGIC 
   
   
  54 
   
  WATERS OF LIFE 
  5th level conjuration 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, S, M (a droplet of pure spring 
  water) 
  Duration: 1 hour 
    
  You create a silver ewer (a wide-mouthed 
  pitcher) of water, which appears in your hands 
  or on a surface within range. The ewer can 
  produce 1 gallon of water per round, and when 
  a creature partakes of the water it is cured of all 
  diseases as well as the blinded, deafened, 
  paralyzed, and poisoned conditions. 
   
  Additionally, the first time during the duration a 
  creature drinks the water and has any wounds, 
  that creature is healed for 1d4 + your 
  spellcasting ability modifier hit points. 
   
  When the spell ends, the ewer disappears. Any 
  water left remains, but it loses its magical 
  properties. 
   
  WIND IN A BAG 
  2nd level conjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a bag or sack) 
  Duration: 1 hour 
   
  A bag you are holding puffs out as it fills with 
  air. For the duration, any creature holding the 
  bag can spend an action to put the bag up to 
  their mouth and breathe fresh air. This aids in 
  swimming underwater, passing through poison 
  gas, or being trapped in a small enclosed area. 
   
  A creature can also spend an action to turn the 
  bag inside-out. Doing so ends the spell but 
  creates fresh air in a 20-foot radius and stops 
  strong winds for 1 round. If any air 
  contaminants or winds came from a 2nd level 
  or lower spell, that spell is dispelled. 
  XAKITAN’S TORNADO ALLEY 
  9th level evocation 
  Casting Time: 1 action 
  Range: 1 mile 
  Components: V, S, M (a brick that has straw 
  driven into it from a tornado) 
  Duration: Concentration, up to 10 minutes 
    
  You call down the wrath of the sky, forming a 
  wall of tornadoes that begin wandering away 
  from their initial formation. You create four 
  tornadoes that begin side-by-side, each forming 
  a cylinder 2,000 feet high and with a 20-foot 
  radius area for the central funnel cloud. At the 
  beginning of your turn every round, each 
  tornado wanders from its initial position 2d10 x 
  5 feet in a random direction (you can assign 
  directions to a 1d8 roll to determine direction). 
  Tornadoes will not enter the area of another 
  tornado, but they can be adjacent. 
   
  You can use a bonus action on your turn to 
  direct a single tornado to move up to 100 feet 
  in a direction of your choice. Tornadoes that 
  move beyond the range of your spell continue 
  to move for 1d6 minutes without your control. 
  Similarly, if your concentration is interrupted all 
  the tornadoes continue for 1d6 minutes with no 
  control possible. 
   
  A creature must make a Strength saving throw - 
  with disadvantage if it is flying - the first time on 
  a turn that it enters a tornado or that the 
  tornado enters its space, including when the 
  tornado first appears. A creature takes 6d6 
  bludgeoning damage on a failed save, or half as 
  much damage on a successful one. In addition, 
  a Huge or smaller creature - or a Gargantuan 
  flying creature - that fails the save becomes 
  restrained in the tornado until the spell ends. 
  When a creature starts its turn restrained by a 
  tornado, it takes 6d6 bludgeoning damage and 
  the creature is pulled 10 feet higher inside it, 
  unless the creature is at the top. 
  
  ELEMENTAL MAGIC 
   
   
  55 
   
   
  A restrained creature moves with the tornado 
  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 tornado and is hurled 3d6 × 
  10 feet away from it in a random direction and 
  knocked prone. If a thrown target strikes an 
  object, such as a wall or floor, the target takes 
  1d6 bludgeoning damage for every 10 feet it 
  was thrown. If the target is thrown at another 
  creature, that creature must succeed on a 
  Dexterity saving throw or take the same 
  damage and be knocked prone. 
   
  The tornado sucks up any Huge or smaller 
  objects – or Gargantuan flying objects - that 
  aren’t secured to anything and that aren’t worn 
  or carried by anyone. 
   
  Ranged attacks that pass through a funnel cloud 
  automatically miss, and ranged attacks have 
  disadvantage if the attack crosses an area 
  within 40 feet of a funnel cloud. Attempting to 
  cast a spell or concentrate on a spell requires a 
  Constitution saving throw, or else the spell is 
  lost. Wisdom (Perception) checks made to listen 
  automatically fail within 40 feet of a funnel 
  cloud and have disadvantage within 200 feet. 
  Fires are automatically extinguished in a funnel 
  cloud and within 40 feet of it. 
   
   
  ZEPHYR 
  1st level evocation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 1 minute 
    
  You bolster your ability to jump and fall with a 
  helpful wind.  You add 5 feet to the distance of 
  your long and high 
  jumps, even without 
  a running start.  You 
  also gain resistance 
  to damage caused by 
  falling, and you 
  always land on your 
  feet. 
   
  You can expend the 
  spell as an action to 
  create a strong gust 
  of wind until the 
  beginning of your 
  next turn.  A strong 
  wind 60 feet long 
  and 10 feet wide 
  blasts from you in a 
  direction you 
  choose. Each 
  creature that starts 
  its turn in the line 
  must make a 
  Strength save or be 
  pushed 15 feet away 
  in the line's 
  direction. 
   
  Any creature in the 
  line must spend 2 
  feet of movement 
  for every 1 foot 
  when moving closer 
  to you. 
   
  The gust disperses 
  gas or vapor, and it 
  extinguishes 
  unprotected flames. 
  Protected flames 
  have a 50 percent 
  chance of being 
  extinguished. 
  REDUCING DICE ROLLS, 
  AND REAL TORNADOES 
  The spell Xakitan’s Tornado 
  Alley is a fun example of 
  nature being difficult to 
  control, but the spell calls for 
  a lot of dice rolls. My first 
  suggestion to a prospective 
  user is to pre-generate the 
  random movement dice rolls 
  for the tornadoes. You could 
  put them on note cards and 
  shuffle them into a deck or 
  have a list you check your 
  way down through. 
  My second suggestion: let 
  the Storyteller move the 
  rogue funnel clouds. It’ll be 
  fun. 
  As for real tornadoes, they 
  are massive forces of nature 
  that go beyond the scope of 
  this spell. They can have a 
  diameter that measures in 
  miles and carry or fling 
  objects scores of miles away 
  from where they were 
  picked up, even including 
  objects as large as cars. 
  If you want to model a 
  realistic tornado in your 
  game, you can start with the 
  tornado in this spell, 
  increase its radius to 200 
  feet, and have it move about 
  250 feet per round with less 
  randomness. Just being near 
  a tornado would draw a 
  character towards it, 
  Strength save to resist. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Lord Rumfish/Codex 5 of the Enchiridia Mysteria - Elemental Magic.pdf