TEXT: DAN DILLON
  14
  
  2
  Credits
  Design: Dan Dillon
  Editing: Blaine McNutt
  Art Director & Graphic Design: Marc Radle
  Cover Art: Marcel Mercado
  Interior Art: Marcel Mercado
  Publisher: Wolfgang Baur
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  Open Game Content: The Open content in this book includes the Elemental Essence sorcerous origin,  the Negotiator 
  and Survivor feats, the Genie Lord warlock patron, the spells, the Elementalism arcane tradition, and the magma 
  mantle item. No other portion of this work may be reproduced in any form without permission.
  © 2017 Open Design
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  Elemental Magic
  
  3
  rimal forces seethe beyond the boundaries 
  of the world. Limitless elemental energy 
  surges from inscrutable points of origin 
  deep within the Elemental Planes; each of the 
  four elements clashes and vies with the others for 
  dominion. Air howls free and swift above all—
  unconstrained and flush with the power of storms. 
  Earth stands indomitable and unyielding. It endures 
  all challenges and strikes in its own time with 
  overwhelming strength. Fire rages unchecked and 
  seeks to consume all in its path, but somehow it leaves 
  a legacy of rebirth in its ashen wake. Water ebbs and 
  flows, bringing life with a slow tide or crushing death 
  with the force of a tsunami. This power finds purchase 
  in energy turned being, and the elemental creatures 
  spawned from the primordial fonts carry that power 
  with them. Elementals and genies, capricious and 
  mighty, all embody the essence of their home element 
  and channel its magic into the multiverse.
  From such beings and the natural expression of the 
  elements upon the Material Plane, the first trickles 
  of mortal elemental magic were born. Whether by 
  the wiles of otherworldly beings or by a life lived 
  near a font of raw elemental power, the first mortals 
  were a fortunate or cursed few who carried a spark of 
  elemental magic in their very souls. The seekers and 
  scholars of arcane lore soon took notice, and pockets 
  of diligent study sprang into being focused on each of 
  Elemental Magic
  14
  
  4
  Elemental Magic  
  in Midgard
  In the Midgard Campaign Setting, elemental 
  magic burns most bright in the Dragon Empire. 
  The dragonkin and dragon-worshiping citizens 
  see the might of their dragon overlords reflected 
  in the burn and flash of elemental magic. 
  Sorcerers arise infused with the elemental 
  power that bleeds into the countryside, and 
  wizards study the ebb and flow of the elements 
  through the multiverse. 
  The jinnborn of the Southlands deserts are 
  enigmatic, but they are also a powerful nexus 
  of elemental magic. They trace their lineage 
  to powerful elemental creatures, the jinn, and 
  their culture thrives on the mysticism of the 
  elements. It’s only natural that their magical 
  talents lean toward the Elemental Planes. 
  The first Genie Lord warlocks are said to have 
  arisen from the jinnborn tribes to spread 
  across the face of Midgard. 
  the four elements, bending their secrets to mortal 
  will. And finally, the desperate or arrogant—those 
  who struck bargains with beings of unfathomable 
  power from the Elemental Planes—became their 
  agents in exchange for easy power. 
  Drawing Upon the Elements
  Channeling the primal forces of creation is a 
  dangerous calling. While each element can be 
  harnessed for constructive and beneficial purposes, 
  a would-be practitioner is wise to bear in mind the 
  destructive potential of the elements unleashed. 
  While a trickle of elemental magic is deceptively 
  simple to contain and control, each of the elements 
  is a rushing torrent just waiting to be unleashed. A 
  careless attempt at a spell or a portal opened without 
  precise care can mean disaster not only for the hapless 
  spellcaster but also for the surrounding countryside.
  The creatures that hail from the Elemental Planes 
  are little safer than the raw, unchecked power of 
  the planes themselves. Elemental creatures long 
  to surround themselves in their home element and 
  are often willing to throw bystanders into great 
  danger to bring about this end. They either don’t care 
  or simply can’t comprehend that any other being 
  wouldn’t want to be immersed in the element in 
  question. For instance, fire elementals who venture 
  into a mortal settlement put the entire hamlet to 
  spark—indiscriminately burning homes, shops, 
  fields, and villagers—seemingly oblivious to the 
  panic and terror they sow.
  Thankfully, some of the more powerful denizens 
  of the Elemental Planes are more sophisticated, 
  having a greater understanding of other beings and 
  a willingness to treat with them peacefully. Chief 
  among these are the genies. Of course, dealing with 
  such powerful elemental beings brings other dangers. 
  These creatures are well aware of their great power, 
  and they hold themselves superior to most beings, 
  certainly above mortals. Any who would deal with the 
  genies should be on guard against giving the slightest 
  offense (easier said than done given the convoluted 
  genie etiquette) lest they arouse the sudden ire of 
  a being capable of leveling buildings. Despite the 
  danger, the potential power and gain associated with 
  successfully making contact with these magnificent 
  creatures is enough to draw even the most cautious 
  student of the elements to the bargaining table. 
  
  5
  Deep Magic: Elemental Magic
  Sorcerous Origin:  
  Elemental Essence
  Your innate magic arises from elemental power 
  suffused into your being. You might have an elemental 
  creature, such as genie, in your ancestry. Perhaps 
  you lived most of your life near a portal to one of the 
  Elemental Planes, and the ambient magic of the plane 
  saturated everything you ate and drank. Perhaps 
  a magical conjuring went awry, and the essence of 
  an elemental merged with your own. Whatever the 
  ultimate source, you are a walking conduit to an 
  elemental plane.
  Elemental Heritage
  At 1st level, choose one element from the Elemental 
  Heritage table. You can speak, read, and write the 
  language associated with your heritage, and its damage 
  type is used by features you gain later.
  Elemental Heritage
  Element
  Language
  Damage Type
  Air
  Auran
  Lightning or Thunder 
  (choose one)
  Earth
  Terran
  Bludgeoning
  Fire
  Ignan
  Fire
  Water
  Aquan
  Cold
  Elemental Magic Feats
  The following new feats offer options for any 
  character to touch the power of elemental magic. 
  At the GM’s discretion, a spellcaster who possesses 
  an elemental magic feat can learn elemental magic 
  spells without finding them in written form. 
  NEGOTIATOR
  You have honed the knack of the deal and counter 
  offer, perhaps by crossing words with creatures used 
  to getting the upper hand in negotiations. You gain 
  the following benefits: 
  • Increase your Charisma score by 1, to a maximum 
  of 20.
  • When you attempt to convince a creature to 
  engage in a course of action or to change its 
  attitude with a Charisma (Persuasion) check and 
  fail, you can retry the check on your next turn with 
  disadvantage.
  • When you purchase a good or service, you can 
  attempt an opposed Charisma (Persuasion) 
  check versus the seller’s Wisdom (Insight). If you 
  win the contest, you secure a 10 percent discount 
  on the transaction. Once you use this feature on 
  a given individual, you can’t use it on them again 
  for one week.
  • When you pay for lifestyle expenses during 
  downtime, they are halved. 
  SURVIVOR
  You are well-versed in surviving in hostile 
  environments, even thriving where others are sure 
  to perish. You gain the following benefits:
  • Increase your Constitution or Wisdom score by 1, 
  to a maximum of 20.
  • You require only half of the food and water 
  normally required for a creature of your size.
  • You can withstand extreme temperatures 
  indefinitely, and you automatically pass saving 
  throws made against extreme heat and cold for 
  a number of days equal to your Constitution or 
  Wisdom modifier, whichever is lower. After this 
  time, you must make saving throws as normal 
  until you spend 24 hours in a comfortable 
  temperature.
  Manifest Aura
  Starting at 1st level, you gain the ability to channel 
  your elemental power into a swirling aura. As a bonus 
  action, you can surround yourself in a magical aura 
  of elemental material or energy appropriate to your 
  heritage for one minute. While the aura persists, you 
  gain the following benefits: 
  • When you are attacked, you can use your reaction 
  to impose disadvantage on the attack roll before the 
  attack hits or misses.
  • When you cast a spell of 1st level or higher, the 
  aura around you intensifies until the start of your 
  next turn. During this time, any creature that ends 
  its turn within 5 feet of you or that enters a space 
  within 5 feet of you takes 1d6 damage of the type 
  associated with your heritage element. This damage 
  increases by 1d6 when you reach 7th level (2d6).  
  You can use this ability twice. You regain all expended 
  uses when you finish a long rest. 
  Infuse Elements
  Starting at 6th level, you gain resistance to the damage 
  type associated with your heritage. 
  Additionally, when you damage a creature with a 
  spell, you can spend 1 sorcery point to lace it with the 
  power of your heritage element. The spell takes on a 
  visual cast that reflects the elemental infusion (fire and 
  
  embers dance in the area, wind swirls around a bolt 
  of energy, etc.) and inflicts the following additional 
  effects depending on your heritage: 
  • Air. The creature is buffeted by strong winds, 
  arcs of lighting, and claps of thunder. It can’t take 
  reactions until the start of its next turn.
  • Earth. The creature is partially petrified and 
  restrained until the start of your next turn. 
  • Fire. The creature is seared by your fiery magic. 
  It is frightened until the end of its next turn. 
  Creatures that are immune to fire are unaffected.
  • Water. The creature is disoriented as the world 
  seems to roll and pitch in waves. It is poisoned 
  until the end of its next turn. 
  Elemental Jaunt
  At 14th level, you can teleport by skimming the 
  outer boundary of the Elemental Planes. As a bonus 
  action, you can magically teleport up to 60 feet to an 
  unoccupied space you can see. When you appear, you 
  can, depending on your heritage element, create the 
  following effects: 
  • Air. When you appear within 5 feet of an area of 
  wind (whether natural or magical), you create a 
  cyclonic burst of wind. All creatures within 10 
  feet of you must succeed on a Constitution saving 
  throw or take 2d6 slashing damage and be blinded 
  by dust and debris until the start of your next turn. 
  • Earth. When you appear within 5 feet of 
  nonmagical, unworked stone filling at least one 
  five-foot square, you create tremors in the earth 
  that ripple outward from you. Each creature within 
  10 feet of you that is touching the ground must 
  succeed on a Strength saving throw or take 4d6 
  bludgeoning damage and fall prone.
  • Fire. When you appear within 5 feet of a fire at 
  least the size of a campfire, you create a burst of 
  flame around yourself. Each creature within 10 
  feet must succeed on a Dexterity saving throw or 
  take 2d6 fire damage and ignite. Until a creature 
  takes an action to douse the fire, the target takes 
  1d6 fire damage at the start of each of its turns.
  • Water. When you appear within 5 feet of at 
  least 50 gallons of water, you create a torrent 
  of water that assails the creatures around you. 
  Each creature within 10 feet of you must succeed 
  on a Constitution saving throw or take 2d6 
  bludgeoning damage and choke on the water that 
  forces its way into the creature’s throat. A choking 
  creature can’t speak and has disadvantage on 
  attack rolls and ability checks until the start of your 
  next turn. Creatures that don’t have to breathe or 
  that can breathe water don’t choke.
  Saving throws against these effects are made 
  against your spell save DC. You can use this feature 
  twice. You regain all expended uses when you finish a 
  short or long rest. 
  Elemental Soul
  At 18th level, you gain immunity to the damage type 
  associated with your heritage.
  Depending on your elemental heritage, you also 
  gain one of the following benefits: 
  • Air. You gain a magical flying speed equal to your 
  current walking speed. Additionally, during your 
  turn you can spend 1 sorcery point to become 
  insubstantial wind and mist. Until the start of 
  your next turn, you gain a number of benefits: 
  You can enter a hostile creature’s space, you can 
  move through a space as narrow as 1 inch without 
  squeezing, you are immune to the effects of strong 
  wind, and you are resistant to bludgeoning, 
  piercing, and slashing damage from nonmagical 
  attacks. 
  • Earth. You gain a burrow speed equal to your 
  current walking speed, and you can burrow 
  through nonmagical, unworked earth and stone. 
  While doing so, you don’t disturb the material 
  you move through. Additionally, you can spend 
  1 sorcery point to become stony and unyielding 
  until the start of your next turn. During this time, 
  you are resistant to piercing and slashing damage, 
  immune to poison damage, and you can’t be 
  petrified or poisoned.
  • Fire. Your speed increases by 10 feet. Additionally, 
  during your turn you can spend 1 sorcery point 
  to become fiery and insubstantial. Until the 
  start of your next turn, you can move through a 
  hostile creature’s space. The first time you enter a 
  creature’s space on a turn, that creature takes 1d10 
  fire damage and ignites. Until it takes an action to 
  douse the fire, an ignited creature takes 1d10 fire 
  damage at the start of its turn.
  • Water. You gain a swimming speed equal to your 
  current walking speed, and you can breathe both 
  water and air. Additionally, during your turn you 
  can spend 1 sorcery point to take on a watery form. 
  Until the start of your next turn, you can enter a 
  hostile creature’s space and move through a space 
  as narrow as 1 inch wide without squeezing. When 
  you enter a hostile creature’s space, the creature 
  must succeed on a Strength saving throw against 
  your spell save DC or fall prone.
  
  7
  Deep Magic: Elemental Magic
  Warlock Otherworldly 
  Patron: The Genie Lord
  You have made a pact with a powerful ruler of genie 
  kind on one of the Elemental Planes. The genie lords’ 
  aims swing wildly from inscrutable by mortal minds 
  to startlingly simple and innocuous. Genie lords 
  struggle endlessly to one-up each other, and rivalries 
  between these elemental rulers can engulf entire 
  nations. If they think it will gain them an advantage, 
  genie lords aren’t above bribing a rival’s mortal agents 
  to switch sides. 
  Genie Lords include: Astallah, djinni Calipha of the 
  Bright Wind from the Plane of Air; Ghorek, dao Khan 
  of the Onyx Depths on the Plane of Earth; Ixingaltrix, 
  efreeti Emir and Keeper of the Molten Tower on the 
  Plane of Fire; and Saliandla, marid Pasha of the Pearl 
  Fane from the Plane of Water.
  Expanded Spell List
  The Genie Lord lets you choose from an expanded 
  list of spells when you learn a warlock spell. You can 
  choose an elemental magic spell when you learn a new 
  spell. For you, the following spells are added to the 
  warlock spell list.
  Genie Lord Expanded Spells
  Spell Level
  Spells
  1st
  chromatic orb, thunderwave
  2nd
  gust of wind, sleet storm
  3rd
  protection from energy, water breathing
  4th
  conjure minor elementals, fire shield
  5th
  creation, wall of stone
  Genie Lord’s Favor
  At 1st level you can speak, read, and write Primordial. 
  You understand and can be understood by any 
  creature that speaks Auran, Ignan, Terran, or 
  Aquan. 
  Additionally, your patron grants you a token that 
  can absorb elemental power. You gain a magical 
  gemstone with the following properties:
  • You can use the gem as an arcane focus.
  • The gem can store elemental power in 
  the form of damage. When an enemy 
  causes you to take acid, cold, fire, 
  lighting, or thunder damage, you 
  can choose to transfer some of the 
  damage into the gem instead of 
  suffering it yourself, up to the 
  capacity currently remaining 
  in the gem. It has a maximum 
  capacity for damage equal to twice your warlock 
  level plus your charisma modifier.
  • While the gem stores any amount of elemental 
  power, you can use your action to cause it to shed 
  bright light in a 20-foot radius and dim light for 
  an additional 20 feet, to shed dim light in a 5-foot 
  radius, or to douse the light. 
  If you lose your token, you can perform a 1-hour 
  ceremony to receive a replacement from your patron. 
  This ceremony can be performed during a short or 
  long rest, and it destroys the previous token. When 
  you die, the token splinters to slivers. 
  Transfer Elements
  Starting at 6th level, you can use the elemental energy 
  stored in your gem token against your foes. When 
  you damage a target with a spell or attack, you can 
  spend stored points to deal additional damage up to 
  your Charisma bonus (minimum of 1). You select the 
  damage type: acid, cold, 
  fire, lightning, or 
  thunder. If you deal 
  damage to multiple 
  targets with a single 
  
  8
  Pact of the Chain
  When you conjure your familiar or change its form, 
  you can choose the form of a mephit in addition to 
  the usual form choices granted by the pact boon. 
  When you use your action to command your mephit 
  familiar to attack, it can use its breath or cast an 
  innate spell instead.
  Pact of the Blade
  Your pact weapon takes on a sheen of elemental power. 
  When you create or summon your pact weapon, you 
  can decide to change its damage type to one of the 
  following: acid, cold, fire, or lightning. You can change 
  the damage type by repeating the ceremony. 
  Pact of the Tome
  Your Book of Shadows is immune to damage or wear 
  caused by the elements. This immunity includes 
  something as simple as being immersed in water, as 
  well as acid, fire, cold, lighting, or thunder damage. 
  New Eldritch Invocation
  The following new eldritch invocation is available to 
  warlocks. 
  WILL OF THE MASTER
  Prerequisite: 9th level
  You can cast planar binding once using a warlock spell 
  slot. You can’t do so again until you finish a long rest.
  Wizard Arcane Tradition: 
  Elementalism
  You focus your arcane studies on the power inherent 
  to one of the Elemental Planes. Sometimes mistaken 
  for evokers, Elementalists believe in the superiority of 
  their chosen element above all others, and they aren’t 
  shy about making that fact known. Elementalists 
  are often secluded researchers, or they sign on with 
  groups who appreciate their singular talents.
  Elemental Savant
  Beginning when you select this tradition at 2nd level, 
  choose one element from the Elemental Focus table. 
  That element becomes the focus of your study. You 
  can speak, read, and write the language associated 
  with your focus, and the associated damage type is 
  used by features you gain later. 
  Elemental Focus
  Element
  Language
  Damage Type
  Air
  Auran
  Lightning or Thunder 
  (choose one)
  Earth
  Terran
  Acid
  Fire
  Ignan
  Fire
  Water
  Aquan
  Cold
  source, the extra damage applies to a single target. 
  However, you can spend additional stored points to 
  damage targets beyond the first.
  Additionally, you can now extend the protection 
  of your gem to other creatures. When an ally within 
  30 feet that you can see takes damage as described in 
  the “Genie Lord’s Favor” section, you can use your 
  reaction to transfer some of the damage into your 
  gem.
  Minor Wish
  Starting at 10th level, you can call upon your genie 
  lord to twist fate in your favor. Immediately after 
  you make an attack roll, saving throw, ability check, 
  or damage roll, you can choose to reroll and take the 
  better result. You can use this feature after learning 
  the result of the first roll.
  Once you use this feature, you can’t use it again 
  until you finish a short or long rest.
  Herald’s Aspect
  Starting at 14th level, you can channel the power of 
  your patron into your flesh to magically transform 
  into a herald of the genie lord. Your legs fade away 
  into a twister of elemental energy, and your skin and 
  features take on an appearance that resembles that 
  of your patron. You can transform as a bonus action, 
  and for 1 minute you gain the following benefits: 
  • You gain a flying speed of 60 feet. 
  • You have advantage on saving throws against spells 
  and other magical effects.
  • Choose one of the following damage types: acid, 
  cold, fire, lighting, or thunder. You gain immunity 
  to that damage type.
  • Once on your turn when you hit with an attack or 
  spell, you can deal an extra 3d6 damage of one of 
  the following types: acid, cold, fire, lightning, or 
  thunder.
  Once you use this feature, you can’t use it again 
  until you finish a short or long rest. 
  Expanded Pact Boons
  Warlocks of the Genie Lord gain access to the 
  following expanded pact boons. At the GM’s 
  discretion, warlocks of other patrons can discover the 
  means to access these modified pact boons, perhaps 
  by gaining an elemental feat or by performing a quest 
  for a noble genie or another powerful elemental.
  Gen provide further familiars options. For details, 
  see the Kobold Press supplement, “Genies Great 
  and Small: 21 New Genies of Zakhara,” available 
  through the Dungeon Masters Guild site.
  
  9
  Deep Magic: Elemental Magic
  Masteries
  Masteries are specialized techniques you can use to 
  augment your spellcasting. Unless otherwise noted, 
  you can only use one mastery on a given spell. The 
  masteries are presented in alphabetical order. 
  Elemental Adaptation
  Prerequisite: 14th level
  You add plane shift to your spellbook if you don’t 
  already have it, and you can cast it once with this 
  mastery without expending a spell slot. 
  When you cast plane shift using this mastery, you 
  can only travel to the elemental plane associated with 
  your elemental focus or to the Material Plane. While 
  on that elemental plane, you can survive there with no 
  fear of the hostile natural environment. You don’t take 
  damage from the normal conditions of the plane, you 
  can breathe normally, and you can use your speed to 
  move in a manner appropriate to the plane (flying for 
  air, burrowing for earth, or swimming for water). You 
  regain the ability to cast plane shift with this mastery 
  when you finish a long rest.
  Elemental Binding
  Prerequisite: 10th level
  You add planar binding to your spellbook if you don’t 
  already have it, and you can cast it once with this 
  mastery without expending a spell slot. When you 
  cast the spell in this way, you must target an elemental 
  creature associated with your elemental focus. If the 
  elemental fails its saving throw, it gains temporary 
  hit points equal to your wizard level. You regain the 
  ability to cast planar binding with this mastery when 
  you finish a long rest.
  Elemental Bulwark
  Prerequisite: 6th level
  You gain resistance to the damage type associated 
  with your elemental focus, and you have advantage 
  on Constitution saving throws made to maintain 
  concentration on spells that resonate with your 
  elemental focus.
  Elemental Command
  As an action, you can target an elemental creature 
  that you can see within 30 feet. The elemental 
  must succeed on a Wisdom saving throw or be 
  charmed for up to one hour as long as you maintain 
  concentration as if concentrating on a spell. If you or 
  your companions damage the charmed elemental or 
  take harmful actions against it, the charmed condition 
  ends immediately. A creature that succeeds on its 
  saving throw, or if this ability ends for it, is immune to 
  being charmed by you for 24 hours. 
  Some spells resonate with your focus element. They 
  might deal the associated damage type, manipulate 
  the element in question, or otherwise embody an 
  elemental theme. Work with your GM to determine 
  whether a given spell resonates with your focus. The 
  gold and time you must spend to copy a spell resonant 
  with your chosen element into your spellbook is 
  halved. When you gain a level, one of the two spells 
  you learn for gaining a level can be an elemental 
  magic spell even if you’ve never encountered the spell 
  before. Similarly, when you learn a new cantrip, it can 
  be an elemental magic cantrip even if you’ve never 
  encountered it.
  Elemental Mastery
  Starting at 2nd level, you learn magical techniques, 
  called masteries, to channel elemental magic into your 
  being and spells. 
  Masteries. You learn two masteries of your choice, 
  which are detailed in the “Masteries” section.
  You learn one additional mastery of your choice at 
  6th, 10th, and 14th levels. Each time you learn a new 
  mastery, you can also replace one mastery you know 
  with a different one.
  Saving Throws. Some of your masteries require your 
  target to make saving throws to resist the mastery’s 
  effects. When you use such an effect from this class, 
  the DC equals your wizard spell save DC. 
  Substitute Elements
  Beginning at 6th level, you can draw elemental magic 
  through your damage dealing spells and change 
  the damage type to the one associated with your 
  elemental focus. 
  Absorb Elements
  Starting at 10th level, when you would take damage of 
  the type associated with your elemental focus, you can 
  use your reaction to take no damage, and you regain a 
  number of hit points equal to half the damage that you 
  would have taken. 
  You can use this ability before any resistance or 
  immunity you have applies. You can use this ability a 
  number of times equal to your Intelligence modifier 
  (minimum of 1), and you regain all expended uses 
  when you finish a long rest.
  Irresistible Strike
  At 14th level, your elemental damage spells are 
  unstoppable. When you cast a spell that deals damage 
  of the type associated with your elemental focus, you 
  can ignore immunity to that damage type. 
  You can use this ability a number of times equal to 
  your Intelligence modifier (minimum of 1), and you 
  regain all expended uses when you finish a long rest.
  
  10
  Elemental Erosion 
  Prerequisite: 10th level
  After you damage a target with a spell of 1st level or 
  higher that deals the damage type associated with 
  your elemental focus, the target becomes vulnerable 
  to that damage type until the end of your next turn.
  You can use this ability twice. You regain all expended 
  uses when you finish a short or long rest.
  Ignite
  When you deal fire damage to a target with a spell of 
  1st level or higher, you can use a bonus action to cause 
  the target to catch fire. Unless a creature takes an 
  action to douse the flames, at the start of its next turn, 
  the target takes half the damage it originally took 
  from the spell and the flames go out. If you damage 
  more than one target with the spell, choose a target to 
  catch fire.
  Intensified Element 
  When you damage a target with a spell that deals 
  the damage type associated with your elemental 
  focus, you ignore any resistance the target has to that 
  damage type.
  Overwhelming Onslaught 
  Prerequisite: 14th level
  When you damage a target with a spell of 1st level or 
  higher that deals the damage type associated with 
  your elemental focus, you can weave a lingering aura 
  of elemental energy around it. At the start of its turn, 
  the creature must make a Constitution saving throw. 
  On a failed save, it takes 4d6 damage of the type dealt 
  by the spell and is stunned until the start of its next 
  turn, or half as much damage and the effect ends on a 
  successful one. 
  You can use this ability twice. You regain all 
  expended uses when you finish a short or long rest.
  Stony Refuge
  When you cast a spell of 1st level or higher, you can 
  use a bonus action to create a slab of stone that 
  interposes itself between you and one creature of 
  your choice. Until the end of your next turn, the slab 
  provides half cover against the chosen creature.
  Sweeping Swell 
  When you cast a spell of 1st level or higher, you can 
  use a bonus action to create a sweeping wave of 
  water to push a target you can see within 20 feet. The 
  creature must succeed on a Strength saving throw or 
  be pushed 5 feet in the direction of your choice and 
  knocked prone.
  Wind Blast
  When you cast a spell of 1st level or higher, you can 
  use a bonus action to create a line of wind that is 
  20-foot long and 5-foot wide. Each creature in the 
  line must make a Strength saving throw or take 1d6 
  slashing damage and be pushed 10 feet away from you 
  in the direction of the line.
  Elemental Magic Spells
  The following spells are available to sorcerers, 
  warlocks, and wizards who discover written versions 
  of the spells.
  CANTRIPS
  Pummelstone
  Wind Lash
  1ST LEVEL
  Tidal Barrier
  Wind Tunnel
  2ND LEVEL
  Rolling Thunder
  Spire of Stone
  3RD LEVEL
  Frozen Razors
  Riptide
  4TH LEVEL
  Earthskimmer
  Flame Wave
  5TH LEVEL 
  Acid Rain
  Frostbite
  6TH LEVEL
  Drown
  Entomb
  7TH LEVEL 
  Blizzard
  8TH LEVEL
  Caustic Torrent
  9TH LEVEL
  Pyroclasm
  Spell Descriptions
  The spells are presented in alphabetical order.
  ACID RAIN
  5th-level conjuration
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (a drop of acid)
  Duration:  Concentration, up to 1 minute
  You unleash a storm of swirling acid in a cylinder 
  20-foot wide and 30-foot high centered on a point 
  you can see. The area is heavily obscured by driving 
  rainfall. A creature that starts its turn in or enters the 
  area for the first time must make a Dexterity saving 
  throw. On a failed save, the creature takes 6d6 acid 
  damage, or half as much damage on a successful one. 
  When a creature leaves the area, it takes 3d6 acid 
  damage at the start of its next turn. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 7th level or higher, the initial damage 
  increases by 2d6, and the secondary damage increases 
  by 1d6 for every two slot levels above 5th.
  
  11
  Deep Magic: Elemental Magic
  BLIZZARD
  7th-level conjuration
  Casting Time: 1 action
  Range: 100 feet 
  Components: V, S
  Duration: Concentration, up to 1 minute
  A howling storm of thick snow and ice crystals 
  appears in a 40-foot wide, 40-foot high cylinder. The 
  area is heavily obscured by swirling snow. When the 
  storm appears, each creature in the area must make a 
  Constitution saving throw. A creature takes 8d8 cold 
  damage on a failed save, or half as much damage on 
  a successful one. A creature must also make this save 
  when it enters the area for the first time or ends its 
  turn there. 
  A creature who takes cold damage from this spell has 
  disadvantage on Constitution saving throws made to 
  maintain concentration until the start of its next turn. 
  CAUSTIC TORRENT
  8th-level conjuration
  Casting Time: 1 action
  Range: Self (60-foot line)
  Components: V, S, M (a chip of bone 
  pitted by acid)
  Duration: Instantaneous
  A swirling jet of acid sprays from you 
  in a direction you choose. The acid 
  fills a line that is 60-foot long and 
  5-foot wide. Each creature in the area 
  must make a Dexterity saving throw. 
  A creature takes 14d6 acid damage on a 
  failed save, or half as much damage on 
  a successful one. A creature reduced 
  to 0 hit points by this spell is killed, 
  and its body is liquefied. The line releases 
  toxic fumes, and each creature other than you 
  within 5 feet of the line is poisoned for 1 minute. 
  A poisoned creature can make a Constitution 
  saving throw at the end of its turn, ending the effect 
  on itself on a success. 
  DROWN
  6th-level conjuration
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (water from the lungs of a 
  drowned creature) 
  Duration: Concentration, up to 1 minute
  Water swirls up in a sphere around a creature you 
  can see within range, forcing itself into the creature’s 
  mouth and nose. The creature must make a Strength 
  saving throw. On a failed save, it is stunned until the 
  start of its next turn by the water entering its lungs. 
  On a successful save, the creature isn’t affected. 
  An affected creature can’t speak and begins to 
  suffocate. As an action, the creature can try to cough 
  the water out of its lungs by repeating the saving 
  throw. On a success, the spell ends. A creature that can 
  breathe water isn’t affected by this spell.
  EARTHSKIMMER
  4th-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a piece of shale or slate) 
  Duration: Concentration, up to 1 minute
  You cause earth and stone to rise up beneath your 
  feet, lifting you up to 5 feet. For the duration, you can 
  use your movement to cause the slab to skim along 
  
  12
  the ground or another solid surface at a speed of 60 
  feet. This movement ignores difficult terrain. If you 
  are pushed or moved against your will by any means 
  other than teleporting, the slab moves with you. 
  When you take the Dash action, until the end of 
  your turn you can enter the space of a creature up to 
  one size larger than yourself, and the creature must 
  make a Strength saving throw. A creature takes 4d6 
  bludgeoning damage on a failed save and is knocked 
  prone, or half as much damage and isn’t knocked 
  prone on a successful one.
  ENTOMB
  6th-level transmutation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a chip of granite)
  Duration:  8 hours
  You cause slabs of rock to burst out of the ground or 
  another stone surface to form a 10-foot cube within 
  range. When the cube forms, a creature inside must 
  succeed on a Dexterity saving throw or be trapped in 
  the stone tomb. The tomb is airtight, with enough air 
  for a single Medium or Small creature to breathe for 8 
  hours. Divide the time evenly between the number of 
  creatures trapped within. A Large creature counts as 
  four Medium creatures. If the creature is still trapped 
  inside when the air runs out, it begins to suffocate. 
  The tomb has an AC 18 and 50 hit points. It is 
  resistant to fire, cold, lightning, bludgeoning, and 
  slashing damage, is immune to poison and psychic 
  damage, and is vulnerable to thunder damage. When 
  reduced to 0 hit points, the tomb crumbles into 
  harmless powder. 
  FLAME WAVE
  4th-level evocation
  Casting Time: 1 action
  Range: Self (40-foot cone)
  Components: V, S, M (a drop of tar, pitch, or oil)
  Duration: Instantaneous
  A rushing burst of fire rips out from you in a rolling 
  wave, filling a 40-foot cone. Each creature in the area 
  must make a Dexterity saving throw. On a failed save, 
  a creature takes 6d8 fire damage and is pushed 20 
  feet away from you, or takes half as much damage and 
  isn’t pushed on a successful one.
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the damage increases 
  by 1d8 for each slot level above 4th. 
  FROSTBITE
  5th-level evocation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a strip of dried flesh that has 
  been frozen at least once)
  Duration: Concentration, up to 1 minute
  You cause biting cold to settle around a creature you 
  can see. The creature must succeed on a Constitution 
  saving throw or take 4d8 cold damage, be reduced 
  to half speed, and suffer disadvantage on attack rolls 
  and ability checks. Creatures who are immune to cold 
  damage are unaffected by this spell.
  For the duration, the target must repeat the saving 
  throw at the start of its turn. If the target passes three 
  saving throws against the spell, the spell ends. If no 
  targets are affected, the spell ends immediately. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, you can target two 
  additional creatures for every slot level above 5th. 
  FROZEN RAZORS
  3rd-level evocation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (water from a melted icicle)
  Duration: Concentration, up to 1 minute
  Razor sharp blades of ice erupt out of the ground or 
  another surface in a 20-foot cube, centered on a point 
  you can see within range. For the duration, the area is 
  lightly obscured and difficult terrain. A creature that 
  moves more than 5 feet on a turn within the area, or 
  into the area, must make a Dexterity saving throw. 
  On a failed save, the creature takes 2d6 slashing 
  damage and 3d6 cold damage, or half as much 
  damage on a successful one. A creature that takes cold 
  damage from this spell is reduced to half speed until 
  the start of its next turn.
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the damage increases 
  by 1d6 for each slot level above 3rd.
  PUMMELSTONE
  Conjuration cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a pebble)
  Duration:  Instantaneous
  You cause a fist-sized chunk of stone to appear and 
  hurl itself into the target. Make a ranged spell attack. 
  On a hit, the target takes 1d6 bludgeoning damage. 
  During its next turn when it makes an attack roll or 
  ability check, the target must roll a d4 and subtract 
  the result from the check.
  
  13
  Deep Magic: Elemental Magic
  The spell’s damage increases by 1d6 when you reach 
  5th level (2d6), 11th level (3d6), and 17th level (4d6). 
  PYROCLASM
  9th-level evocation
  Casting Time: 1 action
  Range: 500 feet
  Components: V, S, M (a shard of obsidian)
  Duration: Concentration, up to 1 minute
  You point toward an area of ground or similar surface 
  within range. A geyser of lava erupts from the spot 
  you choose, creating a 5-foot wide, 40-foot high 
  cylinder of lava centered on a point you can see. When 
  it erupts, any creature either in the area or that starts 
  its turn there must make a Dexterity saving throw. A 
  creature takes 10d8 fire damage on a failed save, or 
  half as much damage on a successful one. 
  At the start of your turn, the lava spreads in a pool 
  centered at the base of the geyser. The first time it 
  spreads, it creates a 10-foot radius of lava, and the 
  radius increases by 10 feet each subsequent round to a 
  maximum radius of 50 feet. Creatures who start their 
  turn in the pool take 5d8 fire damage. 
  Lava clings to a creature when it leaves the area, 
  and it hardens into stone. The creature is reduced 
  to half speed and has disadvantage on Dexterity 
  saving throws until a creature uses an action to 
  break the hardened lava off. If you maintain your 
  concentration for the full minute, the lava geyser and 
  pool permanently harden into nonmagical stone. 
  A creature in the hardened stone is restrained. The 
  stone has an AC 17, 25 hit points, is resistant to all 
  damage except thunder, and is immune to poison 
  and psychic damage. A restrained creature can break 
  free as an action with a successful DC 27 Strength 
  (Athletics) check. 
  RIPTIDE
  3rd-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 1 round
  With a sweeping gesture, you cause a great swell 
  of water to rise up in a 20-foot tall, 20-foot radius 
  cylinder centered on a point on the ground that 
  you can see. Each creature in the area must make a 
  Strength saving throw. On a failed save, a creature is 
  restrained and suspended in the cylinder or moves 
  to the nearest edge of cylinder on a successful one. 
  
  14
  At the start of your next turn, you can direct the 
  current of the swell as it dissipates. Choose one of the 
  following options:
  • Riptide. The water in the cylinder flows in a 
  direction you choose, sweeping each creature in 
  the area to the edge of the cylinder. A creature 
  takes 3d8 bludgeoning damage and is pushed up 
  to 40 feet in the chosen direction, or to the edge of 
  the cylinder, landing prone. 
  • Undertow. The water rushes downward, pulling 
  each creature in the area into an unoccupied space 
  at the center. The creatures are knocked prone 
  and must make a Constitution saving throw. On 
  a failed save a creature is stunned until the start of 
  your next turn. 
  ROLLING THUNDER
  2nd-level evocation
  Casting Time: 1 action
  Range: Self (30-foot line)
  Components: V, S, M (a sliver of metal from a gong) 
  Duration:  Instantaneous
  A tremendous bell note explodes from your 
  outstretched hand and rolls forward in a line 30-
  foot long and 5-foot wide. Each creature in the 
  line must succeed on a Constitution saving throw 
  or be deafened for 1 minute. A creature made of 
  inorganic material, such as stone, crystal, or metal, 
  has disadvantage on saving throws against this spell. 
  While a creature is deafened in this way, it is wreathed 
  in thundering energy. It takes 2d8 thunder damage 
  at the start of its turn, and its speed is halved. A 
  deafened creature can repeat the saving throw at the 
  end of its turn, ending the effect on itself on a success.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the damage increase 
  by 1d8 for each slot level above 2nd.
  SPIRE OF STONE
  2nd-level conjuration
  Casting Time: 1 action
  Range: Self 
  Components: V, S, M (a small basalt cylinder)
  Duration: Concentration, up to 10 minutes
  You cause a spire of rock to burst out of the ground, 
  floor, or another surface beneath your feet. The 
  spire is as wide as your space, and lifting you, it can 
  rise up to 20 feet in height. When the spire appears, 
  a creature within 5 feet of you must succeed on a 
  Dexterity saving throw or fall prone.
  As a bonus action on your turn, you can cause the 
  spire to rise or descend up to 20 feet to a maximum 
  height of 40 feet. If you move off of the spire, it 
  immediately collapses back into the ground. When 
  the spire disappears, it leaves the surface from which 
  it sprang unharmed. You can create a new spire as a 
  bonus action for the duration of the spell.
  TIDAL BARRIER
  1st-level abjuration
  Casting Time: 1 action
  Range: Self (10-foot radius)
  Components: V, S, M (a piece of driftwood)
  Duration: Concentration, up to 1 minute
  A swirling wave of seawater surrounds you, crashing 
  and rolling in a 10-foot radius around your space. 
  The area is difficult terrain, and a creature that starts 
  its turn in or enters the area must make a Strength 
  saving throw. On a failed save, the creature is pushed 
  10 feet away from you, and its speed is reduced to 0 
  until the start of its next turn.
  WIND LASH
  Evocation cantrip
  Casting Time: 1 action
  Range: 20 feet
  Components: V, S
  Duration:  Instantaneous
  Your swift gesture creates a solid lash of howling 
  wind. Make a melee spell attack against the target. On 
  a hit, the target takes 1d8 slashing damage from the 
  shearing winds and is pushed 5 feet away from you. 
  The spell’s damage increases by 1d8 when you reach 
  5th level (2d8), 11th level (3d8), and 17th level (4d8). 
  WIND TUNNEL
  1st-level evocation
  Casting Time: 1 action
  Range: Self (60-foot line)
  Components: V, S, M (a hollow reed or paper tube)
  Duration: Concentration, up to 1 minute
  You create a swirling tunnel of strong wind extending 
  from yourself in a direction you choose. The tunnel 
  is a line 60-foot long and 10-foot wide. The wind 
  blows from you toward the end of the line, which is 
  stationary once created. A creature in the line moving 
  with the wind adds 10 feet to its speed, and ranged 
  weapon attacks fired with the wind don’t suffer 
  disadvantage due to long range. Creatures in the line 
  moving against the wind spend 2 feet of movement 
  for every 1 foot they move, and ranged weapon attacks 
  fired through the line against the wind are made with 
  disadvantage. 
  The wind tunnel disperses gases and vapors, 
  and it extinguishes candles, torches, and similar 
  unprotected flames in the area. It causes protected 
  flames, such as those of lanterns, to dance wildly and 
  has a 50 percent chance of extinguishing them.
  
  15
  Deep Magic: Elemental Magic
  Elemental Magic Items
  Elemental magic often finds expression when imbued 
  into objects. The following is an example of an item 
  crafted with elemental magic. 
  Magma Mantle
  Wondrous item, rare (requires attunement)
  This cracked black leather cloak is warm to the touch 
  and faint ruddy light glows through the cracks. 
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved. 
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   15. COPYRIGHT NOTICE 
   Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc.
   System Reference Document 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, 
  Bruce R. Cordell, Chris Sims, and Steve Townshend, based on 
  original material by E. Gary Gygax and Dave Arneson. 
   Deep Magic: Elemental Magic © 2017 Open Design; Author: Dan 
  Dillon.
  OPEN GAME LICENSE Version 1.0a
  While wearing this cloak, you have resistance to cold 
  damage. By touching the brass clasp and speaking the 
  command word, you can transform the cloak into a 
  flowing mantle of lava for 1 minute. During this time, 
  you are unharmed by the intense heat, but any hostile 
  creature within 5 feet of you that touches you or 
  strikes you with a melee attack takes 3d6 fire damage. 
  Additionally, for the duration you suffer no damage 
  from contact with lava, and you can burrow through 
  lava at half your walking speed.
  
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