Page 15 - Elemental Evil-PlayersCompanion
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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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