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Transmute Mud to Rock. Nonmagical mud or        through to freeze solid (at least a 5-foot square section is
             quicksand in the area no more than 10 feet deep   frozen). Each 5-foot-square frozen section has AC 5 and
             transforms into soft stone for the spell’s duration. Any   15 hit points. Reducing a frozen section to 0 hit points
             creature in the mud when it transforms must make a   destroys it. When a section is destroyed, the wall’s water
             Dexterity saving throw. On a failed save, a creature   doesn’t fill it.
             becomes restrained by the rock. The restrained creature
             can use an action to try to break free by succeeding on   Warding Wind
             a Strength check (DC 20) or by dealing 25 damage to   2nd-level evocation
             the rock around it. On a successful save, a creature is   Casting Time: 1 action
             shunted safely to the surface to an unoccupied space.  Range: Self
             Vitriolic Sphere                                  Components: V
                                                               Duration: Concentration, up to 10 minutes
             4th-level evocation
                                                               A strong wind (20 miles per hour) blows around you in a
             Casting Time: 1 action
                                                               10-foot radius and moves with you, remaining centered
             Range: 150 feet
                                                               on you. The wind lasts for the spell’s duration.
             Components: V, S, M (a drop of giant slug bile)
                                                                 The wind has the following effects:
             Duration: Instantaneous
                                                               •  It deafens you and other creatures in its area.
             You point at a place within range, and a glowing 1-foot
                                                               •  It extinguishes unprotected flames in its area that are
             ball of emerald acid streaks there and explodes in a
                                                                torch-sized or smaller.
             20-foot radius. Each creature in that area must make
                                                               •  The area is difficult terrain for creatures
             a Dexterity saving throw. On a failed save, a creature
                                                                other than you.
             takes 10d4 acid damage and 5d4 acid damage at the end
                                                               •  The attack rolls of ranged weapon attacks have disad-
             of its next turn. On a successful save, a creature takes
                                                                vantage if they pass in or out of the wind.
             half the initial damage and no damage at the end of
                                                               •  It hedges out vapor, gas, and fog that can be dispersed
             its next turn.
                                                                by strong wind.
               At Higher Levels. When you cast this spell using
             a spell slot of 5th level or higher, the initial damage   Watery Sphere
             increases by 2d4 for each slot level above 4th.   4th-level conjuration
             Wall of Sand                                      Casting Time: 1 action
             3rd-level evocation                               Range: 90 feet
                                                               Components: V, S, M (a droplet of water)
             Casting Time: 1 action
                                                               Duration: Concentration, up to 1 minute
             Range: 90 feet
             Components: V, S, M (a handful of sand)           You conjure up a sphere of water with a 10-foot radius
             Duration: Concentration, up to 10 minutes         on a point you can see within range. The sphere can
                                                               hover in the air, but no more than 10 feet off the ground.
             You conjure up a wall of swirling sand on the ground at
                                                               The sphere remains for the spell’s duration.
             a point you can see within range. You can make the wall
                                                                 Any creature in the sphere’s space must make a
             up to 30 feet long, 10 feet high, and 10 feet thick, and it
                                                               Strength saving throw. On a successful save, a creature
             vanishes when the spell ends. It blocks line of sight but
                                                               is ejected from that space to the nearest unoccupied
             not movement. A creature is blinded while in the wall’s
                                                               space outside it. A Huge or larger creature succeeds
             space and must spend 3 feet of movement for every 1
                                                               on the saving throw automatically. On a failed save, a
             foot it moves there.
                                                               creature is restrained by the sphere and is engulfed by
             Wall of Water                                     the water. At the end of each of its turns, a restrained
                                                               target can repeat the saving throw.
             3rd-level evocation
                                                                 The sphere can restrain a maximum of four Medium
             Casting Time: 1 action                            or smaller creatures or one Large creature. If the
             Range: 60 feet                                    sphere restrains a creature in excess of these numbers,
             Components: V, S, M (a drop of water)             a random creature that was already restrained by the
             Duration: Concentration, up to 10 minutes         sphere falls out of it and lands prone in a space within
             You conjure up a wall of water on the ground at a point   5 feet of it.
             you can see within range. You can make the wall up to     As an action, you can move the sphere up to 30 feet in
             30 feet long, 10 feet high, and 1 foot thick, or you can   a straight line. If it moves over a pit, cliff, or other drop, it
             make a ringed wall up to 20 feet in diameter, 20 feet   safely descends until it is hovering 10 feet over ground.
             high, and 1 foot thick. The wall vanishes when the spell   Any creature restrained by the sphere moves with it. You
             ends. The wall’s space is difficult terrain.      can ram the sphere into creatures, forcing them to make
               Any ranged weapon attack that enters the wall’s space   the saving throw, but no more than once per turn.
             has disadvantage on the attack roll, and fire damage     When the spell ends, the sphere falls to the ground
             is halved if the fire effect passes through the wall to   and extinguishes all normal flames within 30 feet of it.
             reach its target. Spells that deal cold damage that pass   Any creature restrained by the sphere is knocked prone
             through the wall cause the area of the wall they pass   in the space where it falls.
                                                                                             Chapter 2 | Spells
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