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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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