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Spell Descriptions fails if the beast’s Intelligence is 4 or higher. Until the
spell ends, the link is active while you and the beast are
The spells are presented in alphabetical order. within line of sight of each other. Through the link, the
Abi-Dalzim’s Horrid Wilting beast can understand your telepathic messages to it,
and it can telepathically communicate simple emotions
8th-level necromancy
and concepts back to you. While the link is active,
Casting Time: 1 action the beast gains advantage on attack rolls against any
Range: 150 feet creature within 5 feet of you that you can see.
Components: V, S, M (a bit of sponge)
Duration: Instantaneous Bones of the Earth
6th-level transmutation
You draw the moisture from every creature in a 30-foot
cube centered on a point you choose within range. Each Casting Time: 1 action
creature in that area must make a Constitution saving Range: 120 feet
throw. Constructs and undead aren’t affected, and Components: V, S
plants and water elementals make this saving throw Duration: Instantaneous
with disadvantage. A creature takes 10d8 necrotic You cause up to six pillars of stone to burst from places
damage on a failed save, or half as much damage on a on the ground that you can see within range. Each pillar
successful one. is a cylinder that has a diameter of 5 feet and a height of
Absorb Elements up to 30 feet. The ground where a pillar appears must
be wide enough for its diameter, and you can target
1st-level abjuration
ground under a creature if that creature is Medium or
Casting Time: 1 reaction, which you take when you take smaller. Each pillar has AC 5 and 30 hit points. When
acid, cold, fire, lightning, or thunder damage reduced to 0 hit points, a pillar crumbles into rubble,
Range: Self which creates an area of difficult terrain with a 10-foot
Components: S radius. The rubble lasts until cleared.
Duration: 1 round If a pillar is created under a creature, that creature
must succeed on a Dexterity saving throw or be lifted by
The spell captures some of the incoming energy,
the pillar. A creature can choose to fail the save.
lessening its effect on you and storing it for your next
If a pillar is prevented from reaching its full height
melee attack. You have resistance to the triggering
because of a ceiling or other obstacle, a creature
damage type until the start of your next turn. Also, the
on the pillar takes 6d6 bludgeoning damage and is
first time you hit with a melee attack on your next turn,
restrained, pinched between the pillar and the obstacle.
the target takes an extra 1d6 damage of the triggering
The restrained creature can use an action to make
type, and the spell ends.
a Strength or Dexterity check (the creature’s choice)
At Higher Levels. When you cast this spell using
against the spell’s saving throw DC. On a success, the
a spell slot of 2nd level or higher, the extra damage
creature is no longer restrained and must either move
increases by 1d6 for each slot level above 1st.
off the pillar or fall off it.
Aganazzar’s Scorcher At Higher Levels. When you cast this spell using
2nd-level evocation a spell slot of 7th level or higher, you can create two
additional pillars for each slot level above 6th.
Casting Time: 1 action
Range: 30 feet Catapult
Components: V, S, M (a red dragon’s scale)
1st-level transmutation
Duration: Instantaneous
Casting Time: 1 action
A line of roaring flame 30 feet long and 5 feet wide Range: 150 feet
emanates from you in a direction you choose. Each Components: S
creature in the line must make a Dexterity saving throw. Duration: Instantaneous
A creature takes 3d8 fire damage on a failed save, or
Choose one object weighing 1 to 5 pounds within range
half as much damage on a successful one.
that isn’t being worn or carried. The object flies in a
At Higher Levels. When you cast this spell using a
straight line up to 90 feet in a direction you choose
spell slot of 3rd level or higher, the damage increases by
before falling to the ground, stopping early if it impacts
1d8 for each slot level above 2nd.
against a solid surface. If the object would strike a
Beast Bond creature, that creature must make a Dexterity saving
1st-level divination throw. On a failed save, the object strikes the target and
stops moving. In either case, both the object and the
Casting Time: 1 action
creature or solid surface take 3d8 bludgeoning damage.
Range: Touch
At Higher Levels. When you cast this spell using a
Components: V, S, M (a bit of fur wrapped in a cloth)
spell slot of 2nd level or higher, the maximum weight of
Duration: Concentration, up to 10 minutes
objects that you can target with this spell increases by 5
You establish a telepathic link with one beast you touch pounds, and the damage increases by 1d8, for each slot
that is friendly to you or charmed by you. The spell level above 1st.
Chapter 2 | Spells
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