diff --git a/spell/plus three press; elementara.json b/spell/plus three press; elementara.json new file mode 100644 index 0000000000..2573ff7512 --- /dev/null +++ b/spell/plus three press; elementara.json @@ -0,0 +1,7172 @@ +{ + "_meta": { + "sources": [ + { + "json": "Elmenentara", + "full": "Elementara: Guide to the Seven Elements for 5e", + "abbreviation": "ELEM", + "color": "92b233", + "authors": [ + "Plus Three Press" + ], + "convertedBy": [ + "howl19" + ], + "dateReleased": "2023-11-25", + "version": "1.0", + } + ], + "edition": "classic", + "status": "wip", + "dateAdded": 1768765397, + "dateLastModified": 1768765397 +}, + "spell": [ + { + "name": "Minor Naturomancy", + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + }, + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call on your naturomancy to invoke a minor effect.", + "Choose one of the following effects to cause within range:", + "• You cause a plant to grow, wilt, or bloom.", + "• You cause a beast to become docile or aggressive for the next hour, provided you or your companions are not fighting it.", + "• You bend up to a 5-foot cube of loose wood or the wood of the tree into a different shape. This change lasts for 1 hour.", + "• You briefly transform a small part of your body, such as as your fingers, eyes, or ears, into that of an animal of your choice. This change lasts for an hour, and cannot positively alter your senses or effect the damage of your unarmed strikes.", + "• You manipulate nature in some other small way, to a degree similar to the options above. The GM has the final say when determining what effects you can cause.", + "If you cast this spell multiple times, you can have up to two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action." + ], + "source": "Elementara", + "page": 55, + "subschools": [ + "Naturomancy" + ], + "components": { + "s": true + } + }, + { + "name": "Wild Strike", + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You channel wild magic, striking outwards with shards of wood, thorns, a vine, or a briefly morphed part of your body. Make a melee spell attack against one creature within range. On a hit, the target takes {@damage 1d6} piercing or slashing damage (your choice), and the next attack roll made against the target before the end of your next turn has advantage, staggered by your strike." + ], + "source": "Elementara", + "page": 55, + "subschools": [ + "Naturomancy" + ], + "components": { + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "This spell’s damage increases by {@dice 1d6} when you reach 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6})." + ] + } + ], + "damageInflict": [ + "piercing", + "slashing" + ], + "spellAttack": [ + "M" + ] + }, + { + "name": "Bark Bash", + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You strike outwards with a barrage of sharp bark shards against a creature within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 3d6} piercing damage. In addition, the bark shards continue to pierce and disrupt the creature, causing it to take {@damage 1d6} piercing damage at the start of each of its turns for the next minute. If the target or another creature within 5 feet of it uses an action to remove the bark shards, the spell ends." + ], + "source": "Elementara", + "damageInflict": [ + "piercing" + ], + "components": { + "s": true, + "m": "small pieces of bark or wood" + }, + "subschools": [ + "Naturomancy" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by {@dice 1d6} for each slot level above 1st." + ] + } + ] + }, + { + "name": "Lesser Beast Morph", + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You transform your body, morphing a part of it into a bestial form. You gain {@dice 1d4} temporary hit points, and you also choose one of the following morphs, which lasts until the spell ends:", + "Avian Wings. You gain a flying speed of 20 feet, provided you are not wearing heavy armor. Also, you must land at the end of your turn, or you fall.", + "Gorilla Arms. You have advantage on Strength (Athletics) checks.", + "Chameleon Skin. You have advantage on Dexterity (Stealth) checks.", + "Cheetah Legs. Your walking speed increases by 10 feet, and your jump distance and height are doubled.", + "Eagle Eyes or Bloodhound Nose. You have advantage on Wisdom (Perception) checks.", + "At the GM's option, you may choose an alternative morph effect, but it should be no more powerful than those described above. The GM has final say on such a morph's effect." + ], + "source": "Elementara", + "page": 55, + "subschools": [ + "Naturomancy" + ], + "components": { + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you gain {@dice 1d4} additional temporary hit points and choose an additional morph for each slot level above 1st." + ] + } + ] + }, + { + "name": "Venom Blast", + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You unleash a cone of venomous energy in front of you. Each creature in the cone must make a Dexterity saving throw or take {@damage 1d8} poison damage and become {@condition poisoned} until the end of your next turn." + ], + "source": "Elementara", + "page": 56, + "subschools": [ + "Naturomancy" + ], + "conditionInflict": [ + "poisoned" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Nature's Shield", + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 20 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call upon the power of nature to protect you or a willing creature of your choice within range. A shield of living plants sprouts from the ground and surrounds the target, providing it with half cover for the duration. Any time it takes damage, you may use your reaction to draw healing energy from the plant shield. The target regains hit points equal to half the damage taken.", + "The plant shield moves with the target, provided the target doesn't move more than 10 feet on a turn. If it moves more than 10 feet on a turn while the shield is active, the shield breaks and the spell ends." + ], + "source": "Elementara", + "page": 56, + "subschools": [ + "Naturomancy" + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Sporestorm", + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call forth a swirling mass of spores at a point within range. The spores explode outward in a 10-foot radius sphere centered on that point and remain as a toxic cloud for the duration.", + "When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failure, a target takes {@damage 1d6} poison damage and is affected by one of the following conditions at random until the start of its next turn, based on the number rolled for the {@damage d6} damage dice: (1) dazed, (2) shocked, (3) {@condition blinded}, (4) {@condition frightened} of you, (5) {@condition charmed} by you, or (6) {@condition incapacitated}." + ], + "source": "Elementara", + "subschools": [ + "Naturomancy" + ], + "components": { + "v": true, + "s": true + }, + "conditionInflict": [ + "blinded" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d6} for each slot level above 2nd. A target that fails its saving throw is affected by an additional condition for each unique result on the extra damage dice." + ] + } + ] + }, + { + "name": "Greater Beast Morph", + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You transform various parts of your body into bestial forms. When you cast this spell, and as an action on each of your turns thereafter, you can strike out twice with a morphed part of your body. For each strike, make a melee spell attack against a creature within 10 feet. On a hit, the target takes {@damage 4d4} bludgeoning, slashing, or piercing damage (your choice).", + "In addition, choose two of the following morphs to apply to your body for the duration. While the spell is active, you can swap what morphs you have active as a bonus action on your turn.", + "{@b Climbing Claws.} You gain a climbing speed equal to your walking speed.", + "{@b Aquatic Adaptation.} You gain a swimming speed equal to your walking speed.", + "{@b Enhanced Eyesight.} You gain darkvision with a range of 120 feet, and you have advantage on Wisdom (Perception) checks which involve sight.", + "{@b Wings.} You gain a flying speed of 30 feet, but can only fly in short bursts of no more than 1 minute. You must land at the end of the duration, or you fall.", + "At the GM's option, you may choose an alternative morph effect, but it should be no more powerful than those described above. The GM has final say on such a morph's effect." + ], + "source": "Elementara", + "page": 56, + "subschools": [ + "Naturomancy" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the morphed part of your body increases by {@dice 1d4} for each spell slot level above 3rd." + ] + } + ], + "components": { + "s": true + } + }, + { + "name": "Havoc Plants", + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You conjure forth three vicious plants. For each plant, roll a {@dice d4} to determine how it grows:", + "• 1: Thorn Thrasher - On a hit, a target takes {@damage 1d12} piercing damage and is pushed back 10 feet away from the plant.", + "• 2: Spore Shooter - On a hit, a target takes {@damage 1d12} acid damage and has its speed reduced by 10 feet on its next turn. ", + "• 3: Poison Puffer - On a hit, a target takes {@damage 1d8} poison damage and must succeed on a Constitution saving throw or be {@condition poisoned} until the end of its next turn.", + "• 4: Herb Healer - On a hit, a target gains {@dice 1d8 + 3} temporary hit points for 1 minute (automatically hits willing creatures).", + "Choose an unoccupied space on the ground within range for each plant to grow. When you cast the spell, you command each plant to fire against a creature you can see within 30 feet of them, making one ranged spell attack for each. You can direct them to fire at one target or several. On a hit, apply the plant's effects, as detailed in the table. On each of your turns until the spell ends, you can use your action to command the plants to fire in the same way again.", + "Each plant is an object with 15 hit points, an AC of 15, and vulnerability to fire damage. They cannot act without your command, and shrivel into dust when they reach 0 hit points, or when the spell ends." + ], + "source": "Elementara", + "subschools": [ + "Naturomancy" + ], + "components": { + "v": true, + "s": true + }, + "conditionInflict": [ + "poisoned" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you conjure one additional plant for each slot level above 3rd." + ] + } + ] + }, + { + "name": "Slashing Vines", + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "Razor-sharp vines erupt from the ground at a point you choose on the ground within range, stretching out to a 20-foot radius. If the chosen point is within 5 feet of a large plant, such as a tree, the radius increases to 40 feet. Creatures in that area must succeed on a Strength saving throw or be {@condition restrained} by the vines for the duration. While {@condition restrained}, a target takes {@damage 2d6} slashing damage and is pulled 10 feet towards the center point of the vines at the start of each of its turns. At the end of each of an affected target’s turns, it can repeat the saving throw, freeing it from the vines and ending the effect on a success. When this spell ends, the vines wilt away." + ], + "source": "Elementara", + "subschools": [ + "Naturomancy" + ], + "page": 56, + "conditionInflict": [ + "restrained" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d6} for each slot level above 3rd." + ] + } + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Expunge", + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "Calling on the powers of nature, you expunge toxins and harmful effects from a willing creature within range. Any poison or disease within the creature is removed, and it regains a number of hit points equal to {@dice 2d6} + your spellcasting ability modifier. In addition, you end one condition or spell of your choice on the target. You cannot remove the {@condition unconscious} condition or a spell of a higher level than the slot used to cast this spell this way." + ], + "source": "Elementara", + "page": 56, + "components": { + "v": true, + "s": true + } + }, + { + "name": "Thorn Shower", + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You unleash a storm of thorns that fly up and rain down from the sky. Each creature in a 20-foot-radius, 60-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes {@damage 10d4} piercing damage on a failure, or half as much on a successful one. In addition, a creature that fails its saving throw is also {@condition restrained} by the thorns for the next minute. When the spell ends, the thorns turn to fine dust.", + "A creature {@condition restrained} by the thorns can use its action to make a Strength check against your spell save DC. On a success, it frees itself." + ], + "source": "Elementara", + "page": 57, + "subschools": [ + "Naturomancy" + ], + "conditionInflict": [ + "restrained" + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Gift of Nature", + "level": 7, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You draw on the restorative power of nature to create an aura of healing energy around you in a 30-foot radius. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) gains the following benefits:", + "• It has advantage on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, or {@condition stunned}.", + "• It gains temporary hit points equal to twice your spellcasting ability modifier at the start of each of its turns.", + "• If it would be reduced to 0 hit points, it instead drops to 1 hit point. A creature can only benefit from this effect of this spell once every 24 hours." + ], + "source": "Elementara", + "components": { + "v": true, + "s": true + }, + "subschools": [ + "Naturomancy" + ], + "page": 57 + }, + { + "name": "Primal Ascension", + "level": 8, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call forth the power of nature to transform into a primal avatar, taking the form of a legendary beast or a massive plantlike creature. You gain the following benefits for the duration:", + "• Your size increases to Huge if it is below that, provided there is enough space for you to grow.", + "• You gain a number of temporary hit points equal to half your maximum hit points.", + "• You have darkvision out to a range of 240 feet.", + "• You make ability checks, attack rolls and saving throws with advantage.", + "• You can use your action to ravage enemies around you with claws, or unleash a burst of primal energy.", + "In either case, make a melee spell attack against each creature of your choice within 10 feet. On a hit, a target takes {@damage 6d10} slashing or force damage (your choice) and is pushed 10 feet away from you.", + "At the end of the spell's duration, you return to your normal form." + ], + "source": "Elementara", + "page": 57, + "subschools": [ + "Naturomancy" + ], + "components": { + "v": true, + "s": true, + "m": "a seed from an ancient plant or the fang of a powerful beast" + } + }, + { + "name": "Minor Aeromancy", + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + }, + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call on your aeromancy to invoke a minor effect. Choose one of the following effects to cause within range:", + "• You create a gust of air within range, strong enough to move small, lightweight objects, but not strong enough to cause any harm or damage. You can use the gust to push an object that weighs no more than 5 pounds up to 10 feet in any direction. You can also use it to open or close objects such as doors or windows, but not manipulate thin or hard to move objects such as levers.", + "• You create an instantaneous sound that originates from a point of your choice within range, or you amplify, muffle, or distort a sound with range for the next hour, which can include your own voice.", + "You can make a sound up to three times as loud or three times as soft.", + "• You create a small spark of electricity that you can use to ignite a fire or shock a creature awake. This spark isn’t strong enough to cause damage.", + "• You summon a gale around yourself for the next hour, halving any fall damage you take for the duration.", + "• You manipulate air in some other small way, to a degree similar to the options above. The GM has the final say when determining what effects you can cause.", + "If you cast this spell multiple times, you can have up to two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action." + ], + "source": "Elementara", + "page": 58, + "subschools": [ + "Aeromancy" + ], + "components": { + "s": true + } + }, + { + "name": "Wind Blast", + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You unleash a curving bolt of wind at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d8} bludgeoning damage. The target gains no benefit from half or threequarters cover for this attack." + ], + "source": "Elementara", + "subschools": [ + "Aeromancy" + ], + "components": { + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "This spell’s damage increases by {@dice 1d8} when you reach 5th level ({@dice 2d8}), 11th level ({@dice 3d8}), and 17th level ({@dice 4d8})." + ] + } + ] + }, + { + "name": "Absorbing Vortex", + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [] + }, + "entries": [ + "You whip up a swirling vortex of air. Each creature in a 30-foot cone must make a Dexterity saving throw. On a failed save, a creature takes {@damage 2d8} bludgeoning damage and is pulled by the vortex to a space within 5 feet of you. You choose the space for each affected creature, unless moving within 5 feet of you is not possible, in which case a target moves to the closest possible space in the cone. On a successful save, the creature takes half as much damage and isn’t pulled." + ], + "source": "Elementara", + "subschools": [ + "Aeromancy" + ], + "page": 58, + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st. If you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases to a 60-foot cone." + ] + } + ] + }, + { + "name": "Air Barrage", + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [] + }, + "entries": [ + "A barrage of wind erupts from you against one creature of your choice that you can see within range. The target must make a Strength saving throw. On a failed save, the target takes {@damage 1d10} bludgeoning damage and is pushed up to 20 feet away from you, or only up to 10 feet away if it is of Huge size or greater. On a successful save, the creature takes half as much damage and isn’t pushed.", + "In addition, if the target collides with an object or creature, the target and whatever it collided with both take an additional {@damage 1d10} bludgeoning damage." + ], + "source": "Elementara", + "subschools": [ + "Aeromancy" + ], + "components": { + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the collision damage increases by {@dice 1d10} for every spell level above 1st." + ] + } + ], + "page": 58 + }, + { + "name": "Shocking Discharge", + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You unleash a bolt of electricity towards one creature you can see within range, forming a shocking current. The target must succeed on a Constitution saving throw or take {@damage 1d10} lightning damage and become shocked until the spell ends. The shocked target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ], + "source": "Elementara", + "page": 59, + "subschools": [ + "Aeromancy" + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them." + ] + } + ] + }, + { + "name": "Accelerating Winds", + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [] + }, + "entries": [ + "You shape the winds around you to be more favorable for you and your allies. Until the spell ends, strong winds form around you in a 30-foot radius, moving with you. Each non-hostile creature (including you) has its movement speed increased by 10 feet if it starts its turn within the winds or enters the winds for the first time on a turn. In addition, while such a creature is within the winds, it has advantage on Dexterity saving throws, and opportunity attacks are made against it with disadvantage." + ], + "source": "Elementara", + "page": 59, + "subschools": [ + "Aeromancy" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you and your allies within the winds gain +2 AC. If the spell slot is of 6th level or higher, they also gain a flying speed of 30 feet." + ] + } + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Guarding Winds", + "level": 2, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call forth a gust of wind that surrounds you and your allies, purifying the air and protecting you from harm. Until the spell ends, cleansing winds form around you in a 10-foot emanation, moving with you. Each non-hostile creature within the winds (including you) has advantage on saving throws against effects that would deal poison or fire damage, as well as on saving throws against poison and disease.", + "In addition, any hostile creature that enters the winds for the first time on a turn or starts its turn within the winds must make a Strength saving throw. On a failed save, the creature takes {@damage 1d6} bludgeoning damage and is pushed 10 feet away from you. On a successful save, the creature is unaffected." + ], + "source": "Elementara", + "subschools": [ + "Aeroamancy" + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Thundercrash", + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You propel yourself up to 15 feet into the air without provoking opportunity attacks. Then, you briefly gather energy before smashing down onto an unoccupied space on the ground within 30 feet, causing an echoing shock wave. Each creature within 10 feet of you when you land must make a Constitution saving throw. On a failed save, a creature takes {@damage 1d12} bludgeoning damage and {@damage 1d12} thunder damage, and is also pushed back 20 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.", + "You take no fall damage when you land with this spell. In addition, unsecured objects that are completely within the area of effect are automatically pushed 20 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet." + ], + "source": "Elementara", + "subschools": [ + "Aeromancy" + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the bludgeoning or thunder damage (your choice) increases by {@dice 1d12} for each slot level above 2nd." + ] + } + ] + }, + { + "name": "Voltaic Field", + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call forth a field of crackling electricity, covering a 20-foot radius on the ground within range. The electric surface is difficult terrain, and each creature that enters the area for the first time on a turn or starts its turn inside must make a Dexterity saving throw. On a failure, a creature takes {@damage 1d12} lightning damage and is shocked until the start of their next turn. You are immune to the effects of the field and can move through it freely." + ], + "source": "Elementara", + "page": 61, + "subschools": [ + "Aeromancy" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d12} for each slot level above 2nd." + ] + } + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Echoing Burst", + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You amplify a sound you make, such a yell, a clap, or sound from an instrument, into an intense burst of sound. Each creature within 30-feet of you must make a Constitution saving throw. On a failure, a target takes {@damage 1d6} thunder damage and is {@condition stunned} until the end of your next turn. On a successful save, the creature takes half as much damage and isn’t {@condition stunned}." + ], + "source": "Elementara", + "page": 61, + "subschools": [ + "Aeromancy" + ], + "conditionInflict": [ + "stunned" + ], + "components": { + "v": true + } + }, + { + "name": "Lightning Aura", + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You create a sphere of sparking electricity around yourself in a 10-foot radius which moves with you, protecting you and your allies from harm. Each nonhostile creature within the field (including you) has resistance to lightning damage, and whenever they are hit by an attack, the attacker takes {@damage 1d6} lightning damage. Also, whenever a creature hits an attack against you or an ally within the aura, you can use your reaction to have that creature make a Dexterity saving throw, striking them with a bolt. On a failed save, the creature takes {@damage 2d6} lightning damage and the attack misses instead. On a successful save, the attack hits as normal." + ], + "source": "Elementara", + "page": 61, + "subschools": [ + "Aeromancy" + ], + "components": { + "s": true + } + }, + { + "name": "Riding the Winds", + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call forth a gale of wind to carry you forth at high speeds, which could take the form of a whirling vortex of winds which spin around you or a sphere of fast moving air that you ride upon. The winds grant you the following benefits for the duration: ", + "• Your walking speed is increased to 50 feet. ", + "• You ignore difficult terrain, and you can move along vertical surfaces and across liquids on your turn without falling during the move. ", + "• Opportunity attacks and ranged weapon attacks made against you have disadvantage, and you have advantage on Dexterity checks and saving throws. ", + "• Whenever you cast a spell that deals bludgeoning damage, you can add your spellcasting modifier to one of the spell’s damage rolls." + ], + "source": "Elementara", + "page": 61, + "subschools": [ + "Aeromancy" + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Tornado Toss", + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call upon the power of the wind to summon a small tornado in a 10-foot radius, 40-foot high cylinder area centered on a point within range. The tornado can be moved up to 30 feet as a bonus action on your turn.", + "Any creature that comes into contact with the tornado must make a Strength saving throw or be thrown outwards from the tornado in a random direction 20 feet away. When it lands, it takes {@damage 3d6} bludgeoning damage and is knocked {@condition prone}. To determine the direction, roll a {@dice d8} and assign a direction to each die face. On a successful saving throw, a creature takes half as much damage and is pushed out of the tornado instead, to the closest space possible." + ], + "source": "Elementara", + "page": 63, + "subschools": [ + "Aeromancy" + ], + "components": { + "v": true, + "s": true + }, + "conditionInflict": [ + "prone" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@dice 1d6} for each slot level above 4th." + ] + } + ] + }, + { + "name": "Vacuum Burst", + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You create a burst of air pressure that affects a 20-foot radius of a point within range. Creatures within the radius must make a Constitution saving throw, taking {@damage 4d8} thunder damage on a failed save, or half as much damage on a successful one.", + "In addition, the burst creates a vacuum effect within the radius for the duration, suffocating creatures within it and silencing the area. Creatures within the radius cannot speak or use sound-based spells or abilities and take {@damage 1d8} bludgeoning damage at the end of each of its turns from choking, if it needs to breathe to survive." + ], + "source": "Elementara", + "page": 62, + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "subschools": [ + "Aeromancy" + ] + }, + { + "name": "Wind Cannon", + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call upon the power of the wind to lift and throw objects within a 60-foot radius centered on you, which could include rocks, debris, and small pieces of furniture. You draw such objects towards yourself before you cause a gust of wind to blast outward in a 60-foot cone, hurling the objects in its path. Each creature in the cone must make a Dexterity saving throw, taking {@damage 6d6} damage on a failed save or half as much damage on a successful one. The damage type is appropriate to the objects hurled, for example, if you throw rocks or debris, the spell would deal bludgeoning damage, and if you threw lit torches the spell would deal fire damage.", + "In addition, creatures that failed their saving throw are affected by one condition based on the objects hurled, which lasts until the start of your next turn. The condition can be {@condition prone}, dazed, shocked, soaked, chilled, or burning for {@dice d12}. The GM has the final decision for what condition is inflicted." + ], + "source": "Elementara", + "page": 62, + "subschools": [ + "Aeromancy" + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@dice 1d6} for each slot level above 4th." + ] + } + ] + }, + { + "name": "Skyfall", + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call upon the power of the sky to unleash a devastating attack upon your enemies. You choose a point within range, and a massive bolt of lightning strikes it, creating a 20-foot radius explosion of thunderous energy.", + "Each creature within the radius must make a Constitution saving throw, taking {@damage 10d6} thunder damage and being knocked {@condition prone} on a failed save, or half as much damage on a successful one. In addition, the explosion creates a powerful gust of wind that pushes all creatures within the radius 10 feet away from the point of impact." + ], + "source": "Elementara", + "subschools": [ + "Aeromancy" + ], + "page": 62, + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the damage increases by {@dice 1d6} for each slot level above 5th." + ] + } + ] + }, + { + "name": "Sparkform", + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You transform your body into a living spark of lightning, gaining the following benefits for the duration of the spell:", + "• You have resistance to lightning damage as well as nonmagical bludgeoning, piercing, and slashing damage.", + "• You can move through solid objects, including walls and other creatures, as if they were difficult terrain. You cannot end your turn inside an object or creature.", + "• You gain a flying speed of 60 feet, and you can teleport up to 60 feet to an unoccupied space you can see as a bonus action on your turn.", + "• Any spells that you cast that deal thunder or bludgeoning damage deal lightning damage instead, and whenever you cast a spell that deals lightning damage, it ignores resistance to lightning damage, and you can add your spellcasting modifier to one of the spell’s damage rolls.", + "While in this form, you can only communicate with other creatures by using your body to create flashes of light or patterns of sparks. You can end the spell early by using a bonus action on your turn." + ], + "source": "Elementara", + "subschools": [ + "Aeromancy" + ], + "page": 63, + "components": { + "v": true, + "s": true + } + }, + { + "name": "Updraft", + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You create a great gust of wind that extends out in a 20-foot radius, 30-foot high cylinder centered on a point within range. Any creature that is inside the gust when you cast this spell and that enters the gust for the duration must make a Strength saving throw or be lifted 30-feet into the air and held there, suspended by the wind. On a successful saving throw, a creature is pushed out of the gust instead, to the closest space possible.", + "While suspended in the gust, a creature is {@condition restrained}. When any creature you can see takes an action or their turn starts, you can use your reaction to cause the wind to contract, pulling all suspended creatures towards the center point and slamming them back down to the ground. Each creature that is pulled into the center of the gust takes {@damage 5d10} bludgeoning damage and is knocked {@condition prone}." + ], + "source": "Elementara", + "page": 63, + "subschools": [ + "Aeromancy" + ], + "conditionInflict": [ + "prone", + "restrained" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the damage increases by {@dice 1d10} for each slot level above 5th." + ] + } + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Suffocating Winds", + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You create a gust of wind that surrounds a creature within range, suffocating it. The creature must make a Constitution saving throw or be {@condition stunned} for the duration, provided it needs to breathe. While {@condition stunned} this way, it is unable to speak or breathe. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target." + ], + "source": "Elementara", + "page": 63, + "subschools": [ + "Aeromancy" + ], + "conditionInflict": [ + "stunned" + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them." + ] + } + ] + }, + { + "name": "Great Gale", + "level": 8, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call upon the power of the wind to summon a great gale that sweeps across a 150-foot radius, 300-foot high cylinder centered on a point within range. The gale is a swirling vortex of wind and debris that lashes out at enemies and protects allies.", + "When a hostile creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes {@damage 6d6} bludgeoning damage and is pushed 20 feet away from the center of the gale. On a successful save, the creature takes half as much damage and is not pushed.", + "In addition, your allies within the radius of the gale gain a +2 bonus to their AC, have advantage on Dexterity saving throws, and gain a flying speed of 30 feet." + ], + "source": "Elementara", + "subschools": [ + "Aeromancy" + ], + "page": 63, + "components": { + "v": true, + "s": true + } + }, + { + "name": "Minor Etheromancy", + "level": 0, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + }, + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call on your etheromancy to invoke a minor effect. Choose one of the following effects to cause within range:", + "• You read a creature’s soul, learning the target’s current emotional state, such as happy, confused, afraid, or violent.", + "• You enchant your eyes with spiritual energy, granting you darkvision out to a range of 20 feet for the next hour. If you already have darkvision (except from this spell), its range is instead increased by 40 feet.", + "• You call out to the spirits to impart a brief bit of knowledge about your immediate area. The GM has the final say for what the spirits know, or if they answer your call at all.", + "• You manipulate spirits in some other small way, to a degree similar to the options above. The GM has the final say when determining what effects you can cause.", + "If you cast this spell multiple times, you can have up to two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action." + ], + "source": "Elementara", + "page": 64, + "subschools": [ + "Etheromancy" + ], + "components": { + "s": true + } + }, + { + "name": "Spirit Bolt", + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You unleash a spectral bolt at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d10} force, psychic, or necrotic damage (your choice). If the target is affected by a detrimental condition when hit with this spell, it takes {@damage 1d12} damage instead." + ], + "source": "Elementara", + "components": { + "s": true + }, + "page": 64, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "This spell’s damage increases by one die when you reach 5th level ({@dice 2d10} or {@dice 2d12}), 11th level ({@dice 3d10} or {@dice 3d12}), and 17th level ({@dice 4d10} or {@dice 4d12})." + ] + } + ], + "subschools": [ + "Etheromancy" + ] + }, + { + "name": "Corpse Salvo", + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "Choose a pile of bones or a corpse of a Small or larger creature within range. You imbue the target with a brief, forceful mimicry of life, causing it to erupt in a frenzy—either a wild burst of bones or a putrid explosion. Each creature within 10 feet of the target must make a Dexterity saving throw. On a failure, a target takes {@damage 3d8} piercing or necrotic damage (your choice) and can't regain hit points until the start of your next turn. On a successful save, a creature takes half as much damage, but suffers no other effect. If you target the bones or corpse of a Huge or larger creature with this spell, this spell's damage increases by {@dice 2d8}." + ], + "source": "Elementara", + "page": 64, + "subschools": [ + "Etheromancy" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Phantasmal Slash", + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You briefly tear a small hole in reality to slice your target with spiritual energy from a distance. Make a melee spell attack against a creature that you can see within range, with the target gaining no benefit from cover for this attack. On a hit, the target takes {@damage 3d8} force damage and it can’t regain hit points until the start of your next turn." + ], + "source": "Elementara", + "page": 64, + "subschools": [ + "Etheromancy" + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ] + }, + { + "name": "Portals", + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call upon an ethereal power to create two small portals within range, linked to each other. The portals must be created within 30 feet of each other and last for the duration. The portals are circular openings with a diameter of 5 feet and are centered on two points within range. The portals can be used to transport creatures or objects through them, acting as an instant gateway between two points in space.", + "If you summon a portal under a creature or a creature is unwillingly pushed into a portal, it can make a Strength saving throw to avoid going inside. On a success, it does not go through the portal, remaining where it is." + ], + "source": "Elementara", + "page": 65, + "subschools": [ + "Etheromancy" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the maximum range between the portals, and the range of the spell, increases by 10 feet for each slot level above 1st." + ] + } + ], + "components": { + "s": true + } + }, + { + "name": "Ethereal Lance", + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call upon a phantasmal power to unleash a devastating beam of spiritual energy. Make a ranged spell attack against a creature within range. On a hit, the target takes {@damage 3d10} force damage and must make a Wisdom saving throw. On a failed save, it is also dazed until the end of your next turn." + ], + "source": "Elementara", + "subschools": [ + "Etheromancy" + ], + "page": 65, + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d10} for each slot level above 1st." + ] + } + ] + }, + { + "name": "Soul Drain", + "level": 2, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 20 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You latch onto the soul of a creature you can see within range and begin draining its spiritual energy. The target must make a Wisdom saving throw. On a failure, it takes {@damage 3d6} necrotic damage, you gain temporary hit points equal to half the damage dealt, and you form a spiritual tether between you and the target. While tethered, the creature can't attempt to move further than 30 feet away from you.", + "Also, at the start of each of your turns for the duration, the target must make a Wisdom saving throw. On a failure, it takes {@damage 3d6} necrotic damage, and you gain temporary hit points equal to half the damage dealt. On a successful save, the tether breaks and the spell ends." + ], + "source": "Elementara", + "page": 65, + "subschools": [ + "Etheromancy" + ], + "components": { + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the initial and repeating damage increases by {@dice 1d6} for each slot level above 2nd." + ] + } + ] + }, + { + "name": "Spiritual Sacrifice", + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You sacrifice some of your life force to the spirits in exchange for arcane empowerment. When you cast this spell, you must also expend one of your hit dice. If you do, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your spells for the duration. You only gain this bonus if you are not gaining a bonus to these abilities from another source, such as a magic item. In addition, the next time you cast a spell that deals damage within the duration, you can add {@dice 2d6} to one of the damage rolls." + ], + "source": "Elementara", + "page": 65, + "subschools": [ + "Etheromancy" + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the bonus to your spell attack rolls and saving throw DCs, and the amount of hit dice you must spend to cast this spell, increases by 1 for each slot level above 2nd, but not above a bonus of +3." + ] + } + ] + }, + { + "name": "Mind Corruption", + "level": 3, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You invoke a spiritual connection to dominate the mind of a creature that can understand you within range, which must make an Intelligence saving throw. On a failed save, the creature takes {@damage 2d6} psychic damage and is dazed and {@condition charmed} by you for the duration.", + "At the start of each of the dazed creature's turns, you can command it to use up to all of its movement to move to a possible space of your choice. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. The creature can then take its turn as normal.", + "At the end of each of its turns, an affected target can make another Intelligence saving throw. On a success, the spell ends on the target." + ], + "source": "Elementara", + "page": 66, + "subschools": [ + "Etheromancy" + ], + "conditionInflict": [ + "charmed" + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Spectral Summoning", + "level": 3, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You summon three spectral allies to fight by your side. For each, choose a type of specter: warrior, archer, or mage. The specters appear in an unoccupied space within range and follow your commands for the duration of the spell.", + "Each specter has a walking speed of 20 feet, an AC equal to your spell save DC and 1 hit point. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). When you cast the spell—and as a bonus action on each of your turns thereafter—you can command the specters to attack (they cannot attack otherwise). The attack is different based on each specter, as detailed below.", + "{@b {@i Warrior.}} The warrior makes a melee spell attack against a creature within 5 feet, dealing force damage equal to {@dice 1d8} + your spellcasting ability modifier on a hit. The warrior can make also make opportunity attacks, provided you use your reaction to command it to do so. ", + "{@b {@i Archer.}} The archer makes a ranged spell attack against a creature within 60 feet, dealing force damage equal to {@dice 1d6} + your spellcasting ability modifier.", + "{@b {@i Mage.}} Instead of making an attack, the mage empowers the next spell you cast within the spell's duration, allowing you to add {@dice 1d6} to one damage roll of that spell. A mage cannot apply this empowerment to you if it already has and you haven't used it yet.", + "A specter disappears at the end of the spell or if it is more than 60 feet away from you." + ], + "source": "Elementara", + "page": 66, + "subschools": [ + "Etheromancy" + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you can summon an additional specter for each slot level above 3rd." + ] + } + ] + }, + { + "name": "Spectral Wave", + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 20 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "A wave of spirits erupts from you. Creatures of your choice within 20 feet of you that you can see must make a Wisdom saving throw, taking {@damage 5d8} necrotic damage on a failed save, or half as much on a successful one. If a target fails the saving throw by 5 or more, it is also {@condition frightened} of you until the end of your next turn." + ], + "source": "Elementara", + "conditionInflict": [ + "frightened" + ], + "subschools": [ + "Etheromancy" + ], + "page": 67, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d8} for each slot level above 3rd" + ] + } + ], + "components": { + "v": true + } + }, + { + "name": "Undeathly Transformation", + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You tap into the power of the afterlife, transforming your body into an undead form. Your skin becomes pale and your eyes glow with an otherworldly light. For the duration of the spell, you gain the following benefits:", + "• You gain resistance to poison, necrotic, and radiant damage,", + "• You have advantage on saving throws against poison, disease, and being {@condition frightened}.", + "• You have darkvision out to a range of 120 feet.", + "• When you deal damage with a cantrip, you can add your spellcasting ability modifier to one of the damage rolls.", + "• When you take damage, you can use your reaction to make an ability check with your spellcasting ability, with a DC of 5 + the damage taken. On a success, you take half as much damage. On a failure, the spell ends.", + "At the end of the spell, you return back to your normal form." + ], + "source": "Elementara", + "page": 67, + "subschools": [ + "Etheromancy" + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Hands of the Damned", + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call forth a horde of spectral hands, conjured from the spirits of the wicked, which grasp at any number of creatures of your choice within range. Each creature must make a Dexterity saving throw. On a failed save, a creature takes {@damage 5d10} necrotic damage and becomes dazed for the duration. On a successful save, a creature takes half as much damage, but suffers no other effect.", + "At the end of each of a dazed creature's turns, it can make a Wisdom saving throw. On a success, the spell ends on the target." + ], + "source": "Elementara", + "page": 67, + "subschools": [ + "Etheromancy" + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Spectral Bomb", + "level": 6, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You draw spiritual energy from creatures around you, forming a sphere of spiritual energy above you as you rise up and hover 20 feet in the air. Each creature within 30 feet of you, including you, takes necrotic damage equal to your spellcasting ability modifier. You then continue to imbue spiritual energy into the sphere until the start of your next turn. Until then, you have resistance to all damage.", + "At the start of your next turn, you unleash the energy stored as a powerful spiritual bomb, exploding outwards in a 30-foot radius at a point you choose within range. Each creature within the area must make a Dexterity saving throw. On a failure, a creature takes force damage equal to {@dice 10d6} plus an extra {@dice 1d6} for each creature that took necrotic damage when you cast this spell. On a successful saving throw, a creature takes half as much damage." + ], + "source": "Elementara", + "page": 67, + "subschools": [ + "Etheromancy" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the damage increases by {@dice 2d6} for each slot level above 6th." + ] + } + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Soul Shatter", + "level": 7, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You unleash a powerful blast of psychic energy at a creature within range, causing it to be wracked with agony as a portion of its soul shatters. The creature must make a Charisma saving throw, taking {@damage 10d6} psychic damage on a failed save, or half as much damage on a successful one.", + "In addition, a creature that fails its saving throw is {@condition stunned} until the end of its next turn, and after that, dazed and {@condition frightened} of you for the remaining duration of the spell." + ], + "source": "Elementara", + "page": 67, + "subschools": [ + "Etheromancy" + ], + "conditionInflict": [ + "stunned" + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Mass Soul Drain", + "level": 9, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 240 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call forth a wave of spiritual energy that sucks the life force from all creatures within range, except for any number of creatures you can see that you choose to be unaffected by this spell. Each target creature must make a Wisdom saving throw. On a failure, a creature takes {@damage 14d6} necrotic damage and is {@condition frightened} of you for 24 hours. On a successful save, a target takes half as much damage and isn't {@condition frightened}.", + "In addition, the blast siphons the stolen life force, transferring it to you. You regain hit points equal to the total damage dealt by this spell." + ], + "source": "Elementara", + "page": 67, + "subschools": [ + "Etheromancy" + ], + "conditionInflict": [ + "frightened" + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Minor Pyromancy", + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + }, + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call on your pyromancy to invoke a minor effect. Choose one of the following effects to cause within range:", + "• You instantly light or snuff out a small flame, such as a candle, a torch, or a small campfire.", + "• You cause a flickering, harmless flame to light in your hand for the next 8 hours, providing bright light in a 20-foot radius and dim light for an additional 20 feet. You can dismiss the light as a bonus action.", + "• You cause an existing flame to grow or diminish in size for the next hour, causing its area of bright and dim light to double or halve. Or, you cause it to move up to 10 feet in any direction, provided there is a flammable object to move to.", + "• You warm up to 1 cubic foot of nonliving material for 1 hour, or cook a small piece of food that you touch.", + "• You grant yourself, as well as up to six other willing creatures you can see within range, immunity to the effects of extreme heat for the next 8 hours.", + "• You manipulate fire in some other small way, to a degree similar to the options above. The GM has the final say when determining what effects you can cause.", + "If you cast this spell multiple times, you can have up to two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action." + ], + "source": "Elementara", + "subschools": [ + "Pyromancy" + ], + "page": 68, + "components": { + "s": true + } + }, + { + "name": "Scorch", + "level": 0, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You ignite the ground in a 5-foot square space that you can see within range, creating a surface of fire. Any creature standing on the fire when you cast the spell must succeed on a Dexterity saving throw or take {@damage 1d8} fire damage. A creature must also make the saving throw when it moves into the fire’s space for the first time on a turn or ends its turn there. If the target is burning when it fails the saving throw for this spell, it instead takes {@damage 1d12} fire damage.", + "The fire ignites flammable objects in its area that aren’t being worn or carried. If you cast this spell again, any existing fire surface created by this spell fades." + ], + "source": "Elementara", + "page": 68, + "subschools": [ + "Pyromancy" + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "This spell’s damage increases by one die when you reach 5th level ({@dice 2d8} or {@dice 2d12}), 11th level ({@dice 3d8} or {@dice 3d12}), and 17th level ({@dice 4d8} or {@dice 4d12})." + ] + } + ] + }, + { + "name": "Blazing Ejection", + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You unleash a line of flame from your body, dealing fire damage to creatures in its path. Each creature in a 30foot line originating from you must make a Dexterity saving throw, taking {@damage 3d10} fire damage on a failed save, or half as much damage on a successful one.", + "In addition, the flames are so forceful that you take {@damage 1d10} fire damage, and you are also pushed back 10 feet away from the direction of the flame line. This movement does not provoke opportunity attacks." + ], + "source": "Elementara", + "page": 68, + "subschools": [ + "Pyromancy" + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage of the line increases by {@dice 1d10} for each slot level above 1st." + ] + } + ] + }, + { + "name": "Combustion", + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You conjure powerful wisps of flames around a creature you can see within range, which must make a Constitution saving throw. On a failure, it begins burning for {@dice 2d4} for the duration.", + "If the target is already burning and fails the saving throw, instead roll all of its current burning damage dice twice and deal the total as fire damage to the target. In addition, all creatures within 5 feet of the target must make a Dexterity saving throw or take the same amount of fire damage. Then, the burning condition ends on the original target." + ], + "source": "Elementara", + "subschools": [ + "Pyromancy" + ], + "page": 68, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the amount the target burns for increases by {@dice 1d4} for each slot level above 1st." + ] + } + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Searing Bolt", + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You unleash a luminous bolt of flame towards a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 2d6} fire damage and {@damage 2d6} radiant damage, and the next attack roll made by the target before the end of your next turn has disadvantage, seared by the flames." + ], + "source": "Elementara", + "subschools": [ + "Pyromancy" + ], + "page": 69, + "components": { + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, both the fire damage and the radiant damage increases by {@dice 1d6} for each slot level above 1st." + ] + } + ] + }, + { + "name": "Flaming Phalanx", + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "A phalanx of flaming wisps burst forth from your body and linger in the air around you. When you cast the spell, creatures of your choice within 10 feet of you must make a Dexterity saving throw. On a failure, a target takes {@damage 1d8} fire damage.", + "For the duration of the spell, the flames guard you and your allies. Once per turn, when a creature hits a melee attack against you or one of your allies within 5 feet of you, the attacker takes {@damage 1d8} fire damage." + ], + "source": "Elementara", + "page": 69, + "subschools": [ + "Pyromancy" + ], + "components": { + "v": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the initial damage, and damage when a creature hits an attack, increases by {@dice 1d8} for each slot level above 2nd." + ] + } + ] + }, + { + "name": "Lava Geyser", + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call forth a geyser of molten lava that sprays out of the ground within a 10-foot radius of a point within range. Each creature within the area must make a Dexterity saving throw, taking {@damage 3d6} fire damage on a failed save, or half as much damage on a successful one. ", + "The geyser creates a 1-foot-deep pool of lava in the affected area, which remains for 1 hour or until it is dispelled. Any creature that ends its turn in the lava pool takes {@damage 2d6} fire damage. The lava cools and hardens after 1 hour, becoming nonmagical stone." + ], + "source": "Elementara", + "page": 70, + "subschools": [ + "Pyromancy" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by {@dice 1d6} for each slot level above 1st." + ] + } + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Melt", + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call forth a wave of molten heat that breaks down objects in its path. Choose one non-magical object within range that is no larger than a 3-foot cube. If it is small enough and would be melted by intense heat, such as a weapon, a lock, a shield, or piece of armor, this spell melts it to the point that it cannot be used for its original purpose. Otherwise, the object takes {@damage 10d6} fire damage.", + "If the object is being held or worn by a creature, the creature must make a Dexterity saving throw. On a success, the target item isn't melted nor does it take any fire damage. On a failure, the creature holding the object takes {@damage 6d6} fire damage." + ], + "source": "Elementara", + "page": 70, + "subschools": [ + "Pyromancy" + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can target an additional object for each slot level above 2nd. The objects must be within 30 feet of each other when you target them." + ] + } + ] + }, + { + "name": "Blaze Bomb", + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 20 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You ignite a magical blaze onto an object within range. You are unaffected by this spell, as is any creature that wears or holds the object (if small enough to hold).", + "For the duration, the blaze pulses flames in the area within 10 feet of it. When a creature enters the area for the first time on its turn or starts its turn there, it must make a Dexterity saving throw. A target takes {@damage 2d8} fire damage on a failure, or half as much on a success.", + "When the spell ends, the blaze erupts. All creatures within 20 feet of it must make a Dexterity saving throw. A target takes {@damage 4d8} damage on a failure, or half as much on a success. This effect occurs even if the spell ends due to you losing {@status Concentration|XPHB}, regardless if you did so willingly or unwillingly." + ], + "source": "Elementara", + "page": 70, + "subschools": [ + "Pyromancy" + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage when the spell ends increases by {@dice 1d8} for every spell level above 3rd." + ] + } + ] + }, + { + "name": "Burning Steps", + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You ignite your steps with blazing flames. Until the end of the turn, your speed increases by 20 feet, and you leave behind a burning surface in a 5-foot wide line following the path you move. The burning surface is difficult terrain, and each creature that enters the burning area for the first time on a turn or starts their turn inside it must make a Dexterity saving throw. A target takes {@damage 4d6} fire damage on a failed save, or half as much damage on a successful one.", + "The flames in the burning area last for 1 minute or until it is cleared by some environmental effect, such as a wave of water or a very strong gust of wind." + ], + "source": "Elementara", + "subschools": [ + "Pyromancy" + ], + "page": 70, + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 4th level of or higher, the damage increases by {@dice 1d6} for every two slot levels above the 3rd." + ] + } + ] + }, + { + "name": "Piercing Light", + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "With a spark of flame in your hands, you unleash a bright ray of light forming a line 30 feet long and 5 feet wide. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes {@damage 2d8} radiant damage and is {@condition blinded} until the end of your next turn. On a successful save, a creature takes half as much damage and isn’t {@condition blinded}." + ], + "source": "Elementara", + "page": 71, + "subschools": [ + "Pyromancy" + ], + "components": { + "v": true, + "s": true + }, + "conditionInflict": [ + "blinded" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d8} for each slot level above 3rd." + ] + } + ] + }, + { + "name": "Aura of Radiance", + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You surround your body in a bright aura of light, blinding your enemies. For the duration of the spell, you shed bright light in a 120-foot radius and dim light for an additional 120 feet. Any creature that starts its turn within 5 feet of you or that enters a space within 5 feet of you for the first time on a turn must make a Constitution saving throw. On a failure, it takes {@damage 2d6} radiant damage and is {@condition blinded} until the start of its next turn." + ], + "source": "Elementara", + "page": 71, + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@dice 1d6} for each slot level above 4th." + ] + } + ] + }, + { + "name": "Flamejet Flight", + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You ignite your feet with jets of flame, granting yourself a flying speed of 60 feet and the ability to hover.", + "When you cast the spell—and as a bonus action on each of your turns for the duration, including the same turn you cast the spell—you can deliver a powerful flaming kick against one creature within 10 feet of you. Make a melee spell attack against the target. On a hit, the target takes {@damage 3d6} fire damage." + ], + "source": "Elementara", + "page": 71, + "subschools": [ + "Pyromancy" + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 6th level of or higher, the damage increases by {@dice 1d6} for every two slot levels above the 4th." + ] + } + ] + }, + { + "name": "Frightfire", + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call on the power of fire to ignite a creature with terrifying flames, Choose a creature within range, which must make a Dexterity saving throw. On a failed save, the creature begins burning for {@dice 2d10}, and is {@condition frightened} while burning this way. On a successful save, it begins burning for {@dice 1d10} instead, and is not {@condition frightened}. While {@condition frightened} by this spell, a creature can’t use the Dodge or Dash actions, and the target must use all of its movement to move in a randomly determined direction at the start of each of its turns. To determine the direction, roll a {@dice d8} and assign a direction to each die face." + ], + "source": "Elementara", + "page": 71, + "subschools": [ + "Pyromancy" + ], + "conditionInflict": [ + "frightened" + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Blazing Comets", + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You conjure three fiery comets and hurl them at points within range. The comets explode on impact, creating a 20-foot-radius sphere of fire for each comet. Any creature in the area of a comet must make a Dexterity saving throw, taking {@damage 3d6} fire damage per comet on a failed save, or half as much damage on a successful one. Also on a failed saving throw, a creature begins burning for {@dice 1d6}.", + "A creature can be affected by multiple comets at once, making a separate saving throw for each." + ], + "source": "Elementara", + "page": 71, + "subschools": [ + "Pyromancy" + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Flameform", + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You transform your body into a living flame, gaining the following benefits for the duration of the spell:", + "• You have resistance to fire damage and nonmagical bludgeoning, piercing, and slashing damage.", + "• You can move through solid objects, including walls and other creatures, as if they were difficult terrain. You cannot end your turn inside an object or creature.", + "• You gain a flying speed of 60 feet, and you can move up to 60 feet to an unoccupied space you can see as a bonus action on your turn. Any creatures that come in 5 feet of you when you fly this way take fire damage equal to your spellcasting ability modifier.", + "• Any spells that you cast that deal radiant damage deal fire damage instead, and your fire spells ignore resistance to fire damage.", + "While in this form, you can only communicate with other creatures by using your body to create flashes of light or patterns of sparks. You can end the spell early by using a bonus action on your turn." + ], + "source": "Elementara", + "page": 71, + "subschools": [ + "Pyromancy" + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Phoenix Ascent", + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you drop to 0 hit points but not killed outright" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call upon the power of the phoenix and undergo a transformative rebirth, immediately regaining 1 hit point. Your body is consumed in flames, providing you immunity to all damage until the start of your next turn, at which point you rise from the ashes with wings of fire, gaining the following benefits for the duration: ", + "• You have resistance to fire damage. ", + "• You have a flying speed of 40 feet. ", + "• You can use your action to unleash a burst of flames. Each creature within 15 feet of you must make a Dexterity saving throw, taking {@damage 6d6} fire damage on a failure, or half as much on a success.", + "• You can use your bonus action to regain a number of hit points equal to your level + your spellcasting ability modifier. You can do so up to three times for the duration of the spell.", + "After you use this spell, attempting to cast it again before you finish a long rest causes you to be instantly disintegrated, reduced to a pile of fine dust." + ], + "source": "Elementara", + "page": 72, + "subschools": [ + "Pyromancy" + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Overwhelming Ignition", + "level": 6, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 20 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You unleash a burst of intense flame in a 20-foot radius around you. When you cast this spell, you immediately take {@damage 2d6} fire damage, which can’t be reduced in any way, and you begin burning for {@dice 2d6}. Then, each creature in the area of the burst must make a Dexterity saving throw, taking {@damage 16d6} fire damage on a failure, or half as much on a success. Also on a failed saving throw, a creature is pushed back 10 feet from you and knocked {@condition prone}." + ], + "source": "Elementara", + "page": 72, + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the damage dealt to others increases by {@dice 1d6} for each slot level above 6th." + ] + } + ], + "subschools": [ + "Pyromancy" + ] + }, + { + "name": "Incinerating Beam", + "level": 7, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 240 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You raise your hands to the sky, forming a blazing sphere that unleashes a beam of intense flame. Choose two points within 120 feet of each other within range, and the beam blasts outwards, moving from one point to the other, forming a 5-foot wide line of destruction between the points. Creatures in the area must make a Dexterity saving throw. A target takes {@damage 10d6} fire damage on a failed save, or half as much damage on a successful one. In addition, the area inside the line becomes unstable. At the start of your next turn, it explodes in an aftershock of lava. Each creature inside the line at that time must make a Dexterity saving throw. A creature takes {@damage 12d6} fire damage on a failed save, or half as much damage on a successful one. Also on a failed save, a creature is knocked {@condition prone} and dazed until the end of your next turn." + ], + "source": "Elementara", + "page": 72, + "subschools": [ + "Pyromancy" + ], + "conditionInflict": [ + "prone" + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 8th level or higher, both the initial and aftershock damage increases by {@dice 2d6} for each slot level above 7th." + ] + } + ] + }, + { + "name": "Bluefire Ignition", + "level": 8, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "Your flames glow with extreme heat. For the duration, whenever you create fire with a spell, it glows with a bright blue color and ignores resistance to fire damage. In addition, once per turn when you cast a spell that deals fire damage, you can add twice your spellcasting modifier to one of the spell’s damage rolls. In addition, you can cause one target that takes damage from that spell to start burning for {@dice 2d6} for the next minute" + ], + "source": "Elementara", + "page": 72, + "subschools": [ + "Pyromancy" + ], + "components": { + "v": true + } + }, + { + "name": "Lava Wave", + "level": 9, + "school": "C", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "sight" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 6 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "A wave of lava springs into existence at a point you choose within range. You can make the wave up to 300 feet long, 300 feet high, and 50 feet thick. The wave lasts for the duration.", + "When the wave appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes {@damage 8d10} bludgeoning damage and begins burning for {@dice 2d10} while it remains within the wave, or half as much damage on a successful save.", + "At the start of each of your turns after the wave appears, the wave, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wave or whose space the wave enters when it moves must succeed on a Dexterity saving throw or take {@damage 8d10} bludgeoning damage and begin burning for {@dice 2d10} for the next minute, if it is not already. A creature can take the bludgeoning damage only once per round. At the end of the turn, the wave's height is reduced by 50 feet, and the bludgeoning damage creatures take from the spell on subsequent rounds is reduced by {@dice 1d10}. When the wave reaches 0 feet in height, the spell ends.", + "A creature caught in the wave can move by using their action to make a Strength (Athletics) check against your spell save DC. If the check succeeds, the creature can move up to half its speed. If it fails the check, it can't move. A creature that moves out of the area falls to the ground." + ], + "source": "Elementara", + "subschools": [ + "Pyromancy" + ], + "page": 72, + "components": { + "v": true, + "s": true + } + }, + { + "name": "Gadgetcraft", + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You touch a piece of metal and use your metallomancy to shape it into a small gadget, weapon, or tool. You could create a grappling hook, a set of caltrops, a small spike gun that acts as a hand crossbow, a weapon, a shield, lock picks, or any other object made of metal. The object you create must be no larger than 3 feet in any dimension and can only be moderately complex. When the spell ends, the object morphs back into its original form.", + "If you shape the metal into a weapon, you must create one that you have seen before. You are considered proficient in it, and it counts as magical for the purposes of overcoming resistances and immunities." + ], + "source": "Elementara", + "page": 73, + "subschools": [ + "Metallomancy" + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Minor Metallomancy", + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + }, + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call on your metallomancy to invoke a minor effect. Choose one of the following effects to cause within range:", + "• You cause one piece of metal no larger than 3-foot cube, that isn’t being worn, carried or a part of a complex object, to bend, twist, or reshape itself a moderate amount into a new, simple form. The change lasts for 1 hour.", + "• You tinker with a complex metal object, such as a lock, granting you advantage on the next ability check you make to alter it in some way.", + "• You make minor repairs or cosmetic adjustments to a small metal object. You could straighten a bent metal sword, tighten loose screws on a metal gear, or patch up small cracks in metal armor.", + "• You cause one piece of metal or crystal that isn’t being worn or carried to move 10 feet in any direction, but not with enough force to cause damage.", + "• You manipulate metal in some other small way, to a degree similar to the options above. The GM has the final say when determining what effects you can cause.", + "If you cast this spell multiple times, you can have up to two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action." + ], + "source": "Elementara", + "page": 73, + "subschools": [ + "Metallomancy" + ], + "components": { + "s": true + } + }, + { + "name": "Weaponbend", + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "special" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You weave metal within the weapon or ammunition used in the spell's casting, delivering a forceful strike.", + "Make a melee or ranged spell attack, depending on the weapon, against one creature within the weapon's usual reach or range. On a hit, the target takes damage equal to the weapon's damage dice, of a damage type the same as the weapon would usually deal (you do not add your ability modifier to this damage). This attack counts as a weapon attack for any spell or feature that requires it.", + "If the weapon used has the light property and you are wielding another weapon of the same type in the other hand, roll the weapon's damage dice twice on a hit, as you strike with both. If the weapon used lacks both the light and two-handed properties, add a {@dice d4} to the attack roll." + ], + "source": "Elementara", + "page": 73, + "subschools": [ + "Metallomancy" + ], + "components": { + "m": "a melee weapon built with metal, or a crossbow & a metal bolt, which you must be holding and that is worth at least 1 sp." + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "You make additional attacks with this spell when you reach higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level. The attacks can be at the same target or at different ones." + ] + } + ] + }, + { + "name": "Armor Eruption", + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [] + }, + "entries": [ + "You cause the medium or heavy armor you are wearing to burst outwards, striking all creatures within 5 feet of you. Each creature within range must make a Dexterity saving throw, with the DC equal to your Armor Class. On a failed save, a creature takes {@damage 2d6} piercing damage, and if it is wearing armor made of metal, it has a -2 penalty to AC until the end of your next turn. On a successful save, the creature takes half as much damage and suffers no such penalty." + ], + "source": "Elementara", + "page": 73, + "subschools": [ + "Metallomancy" + ], + "components": { + "s": true, + "m": "medium or heavy armor made of metal, which you are wearing" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d6}, and the penalty to AC increases by 1, for each slot level above 1st." + ] + } + ] + }, + { + "name": "Blades of Steel", + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You transform small pieces of metal into a flurry of razor-sharp blades that burst outward from your body in all directions. Each creature within 10 feet of you must make a Dexterity saving throw. On a failed save, a target takes {@damage 2d6} slashing damage and has their speed reduced by 10 feet until the start of your next turn. On a successful save, the creature takes half as much damage, but suffers no other effect." + ], + "source": "Elementara", + "page": 74, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "components": { + "s": true, + "m": "small pieces of metal" + }, + "subschools": [ + "Metallomancy" + ] + }, + { + "name": "Magnetize", + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You create a field of magnetism around a metal object or creature within range. The magnetism causes the metal object or creature to attract other metal objects or creatures within 30 feet.", + "At the end of each of your turns, the magnetic field pulses. If a loose metal object, or creature wearing metal armor or carrying a metal weapon is within 30 feet of the magnetized object or creature, it must make a Strength saving throw. On a failure, it is pulled 10 feet closer towards the target. If this spell causes two creatures to collide, and at least one moves 5 feet or more, both creatures take {@damage 1d6} bludgeoning damage." + ], + "source": "Elementara", + "subschools": [ + "Metallomancy" + ], + "components": { + "v": true, + "s": true + }, + "page": 74, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the range of the magnetism and pull distance is increased by 10 feet, and the damage increases by {@dice 1d6}, for each slot level above 2nd." + ] + } + ] + }, + { + "name": "Bursting Weapon", + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "The next time you make a melee weapon attack with a metal weapon during the spell's duration, the weapon bursts into a storm of metal shards. Make the attack as normal. Hit or miss, the target and each creature of your choice within 10 feet of it must make a Dexterity saving throw. On a failed save, a creature takes {@damage 2d6} piercing damage, or half as much on a successful one. The weapon then returns to normal." + ], + "source": "Elementara", + "subschools": [ + "Metallomancy" + ], + "page": 74, + "components": { + "s": true, + "m": "a melee weapon made of metal worth at least 1 sp" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d6} for each slot level above 2nd." + ] + } + ] + }, + { + "name": "Chain Release", + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "For the duration, you manipulate the chain used as the material component of this spell. When you cast this spell and as a bonus action on each of your turns thereafter, you can cause use the chain to do one of the following: ", + "{@b {@i Launch towards a creature.}} Make a ranged spell attack roll against one creature within the chain's total length. On a hit, it takes {@damage 2d4} bludgeoning damage, and you can then choose to pull yourself in a straight line until you are within 5 feet of the target or attempt to pull it towards you. If you choose to pull it, the target must succeed on a Strength saving throw or be pulled in a straight line until it is within 5 feet of you. ", + "{@b {@i Pull Object.}} The chain pulls a Small or smaller object within its total length, that weighs less than 50 pounds, to your hand. If the object is being carried, the creature carrying it can make a Strength saving throw. On a success, it keeps a hold of the object. ", + "{@b {@i Swing.}} The chain anchors onto a structure, an object weighing more than 200 lbs, or a feature of the environment capable of supporting your weight within its total length. You can then pull yourself in a straight line until you are within 5 feet of the anchor. Alternatively, you can use the anchor to move by swinging around it, in up to a quarter-circle, at the chains maximum length. If you make a melee attack directly after you pull yourself or swing this way, it deals an extra {@damage 2d4} damage." + ], + "source": "Elementara", + "page": 74, + "subschools": [ + "Metallomancy" + ], + "components": { + "s": true, + "m": "a metal chain of maximum length 30 feet" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d4} for each slot level above 2nd." + ] + } + ] + }, + { + "name": "Forge Construct", + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You touch a small piece of metal and use your powers to forge it into a metal construct. The construct is a Medium-sized magical object with an AC of 18 and 30 hit points. It is immune to poison damage and psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). As an action, you can repair it, causing it to regain {@dice 2d6} hit points. It turns back into a pieces of metal when the spell ends. ", + "When you create the construct, you can also create one melee or ranged weapon made of metal for it to use, which it becomes proficient in. On each of your turns, you can use your action or bonus action to command the construct to strike with the weapon, using your spellcasting ability modifier and proficiency bonus for the attack and damage rolls. As part of the same action or bonus action, you can direct the construct to move up to 30 feet to an unoccupied space. ", + "Finally, the construct can deliver spells you cast, as if it cast that spell, including spells that require you to make a weapon attack." + ], + "source": "Elementara", + "page": 74, + "subschools": [ + "Metallomancy" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the construct gains 10 hit points, and can attack one more time when you command it, for every two slot levels above 2nd." + ] + } + ], + "components": { + "v": true, + "s": true, + "m": "a large quantity of metal" + } + }, + { + "name": "Metallic Arsenal", + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You create a variety of metal gadgets by shaping metal around you within range. When you cast the spell—and as a bonus action on each of your turns thereafter, you can create one of the following options: ", + "{@b {@i Spike Trap.}} You create a small metal trap on an unoccupied space within range, covering a 5-foot square on the ground. The first time a creature enters the trap, it must make a Dexterity saving throw. On a failure, it takes {@damage 2d6} piercing damage and is {@condition restrained} for the duration, or until it or another creature uses their action to free it from the trap. ", + "{@b {@i Shard Bomb.}} You hurl a small ball of metal shards, which explodes outwards in a 10-foot radius centered on a point within range. Each creature in the area must make a Dexterity saving throw, taking {@damage 2d6} piercing damage on a failed save, or half as much damage on a successful one. ", + "{@b {@i Metallic Wall.}} You create a barrier or platform of interlocking metal plates, which is 5 feet tall, 5 feet wide, and 1 inch thick. It floats in a space you choose within range for the duration in any orientation you like. It can support up to 500 pounds.", + "You can have up to two of the gadgets from this spell active at a time. If you create a new one, the oldest one returns to its original form. The metal gadgets created by this spell also return to their original form when the spell ends." + ], + "source": "Elementara", + "page": 75, + "subschools": [ + "Metallomancy" + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Shape Weapon", + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You touch a melee weapon built with metal, altering it to be more potent. Until the spell ends, the weapon deals an extra {@damage 1d4} damage on a hit. Also, you shape the weapon's form; choose one of the following properties to add to the weapon for the duration: reach, light, or thrown (range 20/60)." + ], + "source": "Elementara", + "page": 75, + "subschools": [ + "Metallomancy" + ], + "components": { + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can choose another shape option to add for each spell level above 2nd. Also, you gain the following extra shape options to choose from: add the finesse property, or remove the two-handed property." + ] + } + ] + }, + { + "name": "Crystal Spike", + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You hurl a crystal at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 3d6} bludgeoning damage. Hit or miss, the crystal shatters on impact, creating a burst of jagged shards. The target and each creature within 10 feet of it must succeed on a Dexterity saving throw or take {@damage 6d6} piercing damage." + ], + "source": "Elementara", + "subschools": [ + "Metallomancy" + ], + "page": 75, + "components": { + "v": true, + "s": true, + "m": { + "text": "a crystal worth at least 10gp, which the spell consumes", + "consume": true, + "cost": 100 + } + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the piercing damage increases by {@dice 1d6} for each slot level above 3rd." + ] + } + ] + }, + { + "name": "Devastating Weapon", + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You imbue a weapon to enhance your next strike with it. The next time you hit a melee weapon attack with a metal weapon during the spell's duration, you affect the target in one of the following ways of your choice: ", + "{@b {@i Wounding.}} The weapon wounds the target. The target takes an extra {@damage 4d6} damage from the weapon, and it takes an extra {@damage 2d6} necrotic damage the next time it takes damage from an attack before the spell ends.", + "{@b {@i Bewildering.}} The target takes an extra {@damage 3d6} damage from the weapon and must succeed on a Wisdom saving throw or be dazed and {@condition frightened} until the spell ends.", + "{@b {@i Binding.}} Parts of the weapon break apart, covering the target. The target takes an extra {@damage 2d6} damage from the weapon and must succeed on a Strength saving throw or be {@condition restrained} until the spell ends.", + "{@b {@i Smashing.}} The weapon strikes with immense force. The target takes an extra {@damage 1d6} damage from the weapon and must succeed on a Constitution saving throw or be {@condition stunned} until the spell ends.", + "Regardless of the effect you choose, an affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ], + "source": "Elementara", + "page": 75, + "subschools": [ + "Metallomancy" + ], + "conditionInflict": [ + "frightened", + "restrained", + "stunned" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the extra damage dealt increases by {@dice 1d6} for each slot level above 3rd." + ] + } + ], + "components": { + "s": true, + "m": { + "text": "a melee weapon made of metal worth at least 1 sp", + "cost": 10 + } + } + }, + { + "name": "Shape Armor", + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You touch a suit of metal armor and enhance it, shaping it to fit the wearer’s body perfectly. The armor’s AC is increased by 1, provided it does not already have a magical bonus to AC. You can also choose two of the following benefits to apply to the armor:", + "• If it normally has a Strength requirement, it no longer has that requirement. • If it normally imposes disadvantage on Dexterity (Stealth) checks, it no longer does.", + "• Any critical hit against the wearer becomes a normal hit.", + "• The wearer is proficient with the armor even if it lacks proficiency, provided it is a humanoid. If the armor is heavy armor, the user must have proficiency in medium armor to gain this benefit." + ], + "source": "Elementara", + "page": 76, + "subschools": [ + "Metallomancy" + ], + "components": { + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you can choose an additional benefit for each slot level above 5th. In addition, when you cast this spell using a spell slot of 5th level or higher, the AC bonus increases to +2. When you use a spell slot of 7th level or higher, the bonus increases to +3." + ] + } + ] + }, + { + "name": "Shard Shroud", + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You weave small bits of metal or crystal together to form six floating shards which hover in your space and float around you. While you have at least three shards, you gain +2 AC bonus to AC. When you cast the spell— and as a bonus action on each of your turns thereafter— you can strike with one or two of the shards at a target within 10 feet, making a melee spell attack. On a hit, a target takes {@damage 2d10} piercing or slashing damage (your choice) for each shard used. Hit or miss, the shards used for the attack break and fall to the ground. Additionally, when you are hit with an attack, you can expend one or two of the shards as a reaction to reduce the damage you take by {@dice 1d10} for each shard expended. The chosen shards break and fall to the ground after being used this way." + ], + "source": "Elementara", + "page": 76, + "subschools": [ + "Metallomancy" + ], + "components": { + "s": true, + "m": "many metal or crystal shards" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you create two extra shards for each slot level above 3rd." + ] + } + ] + }, + { + "name": "Fan of Knvies", + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You use your metallomancy to manipulate an arsenal of knives, daggers, and shards of metal, launching them out at your enemies. Choose up to six creatures within range as the targets of the spell and make a ranged spell attack against each target. On a hit, a target takes {@damage 5d12} piercing damage.", + "In addition, you can propel yourself backwards up to 20 feet by the momentum of the attack, provided you move away from the direction you launched a majority of the projectiles. This movement does not provoke opportunity attacks." + ], + "source": "Elementara", + "page": 76, + "subschools": [ + "Metallomancy" + ], + "components": { + "s": true, + "m": "many bladed objects" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@dice 1d12} each slot level above 4th." + ] + } + ] + }, + { + "name": "Flying Weapon", + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You touch a melee weapon made of metal and cause it to begin flying for the duration, shooting it outward to a point within range. Whenever you would be able to make a weapon attack, you can make a weapon attack with the flying weapon as if you were in the weapon's space. Whenever you make an attack with the weapon through this spell, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.", + "When you cast this spell, and as a bonus action on each of your turns thereafter, you can make one attack with the weapon. You can also move the weapon up to 30 feet directly before or after making the attack. If you move further than 60 feet away from the weapon, the spell ends.", + "In addition, when you see a creature you can see moves out of the weapon's reach, you can use your reaction to make an opportunity attack against that creature as if you were in the weapon’s space." + ], + "source": "Elementara", + "page": 77, + "subschools": [ + "Metallomancy" + ], + "components": { + "v": true, + "s": true, + "m": { + "text": "a melee weapon made of metal worth at least 1 sp", + "cost": 10 + } + } + }, + { + "name": "Mercury Grasp", + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You bend and control a stream of mercury, using it to grasp at your enemies. Choose one creature within range as the target of the spell, which must make a Strength saving throw. On a failed save, it takes {@damage 4d6} bludgeoning damage and is {@condition grappled} by the mercury. The mercury has an AC of 15 and 20 hit points, and it is immune to all damage, except from magical slashing damage and force damage.", + "While {@condition grappled} by the mercury, the target is {@condition restrained} and takes {@damage 2d6} bludgeoning damage at the start of each of its turns. The target can use its action to make a Strength check against your spell save DC, ending the grapple on a success.", + "You can use your bonus action on your turn to move the mercury up to 30 feet, pulling the {@condition grappled} target with it. You can also use your bonus action to use the mercury to grapple a new target within range, releasing your current target if you have one." + ], + "source": "Elementara", + "subschools": [ + "Metallomancy" + ], + "page": 77, + "conditionInflict": [ + "restrained" + ], + "components": { + "v": true, + "s": true, + "m": "a vial of mercury" + } + }, + { + "name": "Steel Shackles", + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You shoot out up to four metal bands or shackles at targets within range. You can send them at any number of targets, but you can't send more than two shackles at a single target. Choose one of the options listed at the end of this spell for each shackle, each of which imposes a different effect. ", + "Each target must make a separate Dexterity saving throw for each shackle sent at them. On a failure, the creature takes {@damage 4d6} bludgeoning damage, and the shackle wraps around the target, restricting its movements based on your choice, as follows. ", + "{@b {@i Cover Eyes and Ears.}} The target is {@condition blinded} and {@condition deafened} until the spell ends. ", + "{@b {@i Cover Mouth.}} The target can’t speak or cast spells with verbal components until the spell ends. ", + "{@b {@i Constrain Arms.}} The target drops any objects, weapons, or shields it is holding and can’t make weapon attacks that use their hands or arms until the spell ends. In addition, the target can’t cast spells with somatic components until the spell ends. ", + "{@b {@i Constrain Legs.}} The target is {@condition restrained} until the spell ends. ", + "As a bonus action, you can use the shackles to hurl each target up to 10 feet in any direction of your choice, provided each target moves in the same direction. ", + "A shackled creature can use its action to make a Strength check against your spell save DC. On a success, it frees itself from all of its shackles." + ], + "source": "Elementara", + "page": 77, + "subschools": [ + "Metallomancy" + ], + "components": { + "v": true, + "s": true, + "m": "small, flat pieces of metal or metal shackles" + }, + "conditionInflict": [ + "blinded", + "deafened", + "restrained" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, you can shoot out an additional band or shackle for each slot level above 5th." + ] + } + ] + }, + { + "name": "Cable Eruption", + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You release a hoard of cables and grappling hooks, which fly towards up to ten creatures within range that you can see. Make a separate ranged spell attack against each target. On a hit, a target takes {@damage 5d10} piercing or slashing damage (your choice) and must make a Strength saving throw. On a failure, it is fiercely pulled towards you until it is within 5 feet of you, at which point it takes an additional {@damage 3d10} bludgeoning damage." + ], + "source": "Elementara", + "page": 77, + "subschools": [ + "Metallomancy" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, both instances of damage increase by {@dice 1d10} for each slot level above 6th." + ] + } + ], + "components": { + "s": true, + "m": "many metal cables, chains and/or grappling hooks" + } + }, + { + "name": "Metal Maelstrom", + "level": 7, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 20 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You unleash a maelstrom of blades, metal shards, gadgets, and crystals, which swirl around you in a destructive frenzy. When you summon the maelstrom, creatures of your choice within 20 feet of you must make a Dexterity saving throw. On a failure, a creature takes {@damage 4d8} slashing damage and {@damage 4d8} piercing damage.", + "The maelstrom extends in a 20-foot radius centered on you, moving with you. It provides you +4 AC, and the area it covers becomes difficult terrain for all creatures hostile to you, as you direct the maelstrom to avoid your allies. In addition, any hostile creature that enters the area for the first time on a turn or starts its turn there must make a Dexterity saving throw, taking {@damage 2d8} slashing damage and {@damage 2d8} piercing damage on a failed save, or half as much damage on a successful one. ", + "At the start of each of your turns, the radius of the maelstrom increases by 20 feet, up to a maximum of 100 feet. At the end of the spell's duration, the maelstrom dissipates and all remaining metal falls to the ground, creating difficult terrain for all creatures in the area." + ], + "source": "Elementara", + "page": 78, + "subschools": [ + "Metallomancy" + ], + "components": { + "v": true, + "s": true, + "m": "many metal shards" + } + }, + { + "name": "Omega Blade", + "level": 8, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You touch a melee weapon made of metal and cause it to grow to immense size. When you cast this spell, and as a bonus action on each of your turns thereafter, you can strike outwards with this gargantuan weapon. ", + "Each type of weapon—bludgeoning, piercing, and slashing—covers a different area and has a different effect, as described below. Regardless, creatures within the area must make a Dexterity saving throw. On a failure, a creature suffers the damage and imposed effect below. On a success, the creature takes half as much damage, but suffers no other effect. ", + "{@b {@i Bludgeoning.}} The weapon smashes a 20-foot radius area centered on a point within range. On a failed save, a creature takes {@damage 6d8} bludgeoning damage and is knocked {@condition prone}.", + "{@b {@i Piercing.}} The weapon pierces outward in a line 60foot long and 10 feet wide. On a failed save, a creature takes {@damage 6d8} piercing damage and is dazed until the start of your next turn.", + "{@b {@i Slashing.}} The weapon slashes outward in a 10-foot radius around you. On a failed save, a creature takes {@damage 6d8} slashing damage and is pushed back 20 feet away from you." + ], + "source": "Elementara", + "conditionInflict": [ + "prone" + ], + "subschools": [ + "Metallomancy" + ], + "page": 78, + "components": { + "v": true, + "s": true, + "m": { + "text": "a melee weapon made of metal worth at least 1 sp", + "cost": 10 + } + } + }, + { + "name": "Forge Ultimate Weapon", + "level": 8, + "school": "T", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "Using your metallomancy, you forge an ultimate weapon which lasts for the duration, intricately manipulating the rare metals used as material components in this spell. Choose any type of weapon to create. The weapon you create is exceptionally well made. You are considered proficient in it if you are not already. It provides the following benefits:", + "• It has a +4 bonus to attack and damage rolls.", + "• It scores a critical hit on a roll of 18 — 20.", + "• It counts as magical for the purposes of overcoming resistances and immunities.", + "• It deals an extra {@damage 1d6} damage on a hit. When the spell ends, the weapon returns to the raw, rare metals it was made of." + ], + "source": "Elementara", + "page": 78, + "subschools": [ + "Metallomancy" + ], + "components": { + "s": true, + "m": { + "text": "2500 gp worth of rare metal", + "cost": 250000 + } + } + }, + { + "name": "Armor of Legends", + "level": 9, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [] + }, + "entries": [ + "Using your metallomancy, you rapidly shape a suit of metal armor you are wearing to provide you the ultimate defense, intricately manipulating the rare metals used as material components in this spell. For the duration while you are wearing the armor, you gain the following benefits: ", + "• You have a +4 bonus to AC, provided the armor does not already have a magical bonus to AC. ", + "• You have resistance to all damage. ", + "• You become proficient in the armor. ", + "• The armor no longer has a Strength requirement if it has one, and it no longer imposes disadvantage on Dexterity (Stealth) checks if it normally does. ", + "• Whenever you take damage from a melee attack, the attacker takes {@damage 2d6} slashing damage. ", + "• When you take damage, you can use your reaction to end the spell and instead take no damage.", + "When the spell ends, the armor returns back to the normal, the enhancements returning back to the raw, rare metals they were made of." + ], + "source": "Elementara", + "page": 78, + "subschools": [ + "Metallomancy" + ], + "components": { + "v": true, + "s": true, + "m": { + "text": "5000 gp worth of rare metal", + "cost": 500000 + } + } + }, + { + "name": "Minor Geomancy", + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + }, + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call on your geomancy to invoke a minor effect. Choose one of the following effects to cause within range: ", + "• You move up to a 5-foot cube of earth, stone, or sand up to 10 feet away, but not with enough force to deal damage. ", + "• You manipulate up to a 5-foot cube of earth, stone, or sand, causing it to shift and move as you desire. You can cause the earth to rise up in a small mound, create a small depression, or shape it into any simple form. You can sculpt the material into any simple shape, such as a tool, or a simple object. The change lasts for 1 hour. ", + "• You create up to a 5-foot square of difficult terrain on a space of loose earth, stone, or sand, which lasts for 1 hour. ", + "• You manipulate earth in some other small way, to a degree similar to the options above. The GM has the final say when determining what effects you can cause.", + "If you cast this spell multiple times, you can have up to two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action." + ], + "source": "Elementara", + "page": 79, + "subschools": [ + "Geomancy" + ], + "components": { + "s": true + } + }, + { + "name": "Stone Slam", + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 20 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You launch a small piece of stone towards a creature within range. Make a melee spell attack against the target. On a hit, the target takes {@damage 1d8} bludgeoning damage and you can impose one of the following effects on the target: ", + "• It can’t take reactions until the end of your next turn. ", + "• You push the creature up to 5 feet in any direction, except upwards or directly towards you." + ], + "source": "Elementara", + "page": 79, + "subschools": [ + "Geomancy" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "The spell's damage increases by {@dice 1d8} when you reach 5th Level ({@dice 2d8}), 11th level ({@dice 3d8}), and 17th level ({@dice 4d8})." + ] + } + ], + "components": { + "s": true, + "m": "a small piece of stone" + } + }, + { + "name": "Uplift", + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You briefly lift up a part of the ground underneath a creature within range, causing them to lose balance. The target must succeed on a Dexterity saving throw or take {@damage 1d4} bludgeoning damage and fall {@condition prone}." + ], + "source": "Elementara", + "page": 79, + "subschools": [ + "Metallomancy" + ], + "conditionInflict": [ + "prone" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "This spell's damage increases by {@dice 1d4} when you reach 5th level ({@dice 2d4}), 11th level ({@dice 3d4}), and 17th level ({@dice 4d4})." + ] + } + ], + "components": { + "s": true, + "m": "a surface of stone, sand or dirt under the target" + } + }, + { + "name": "Rock Surfing", + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call upon the power of earth to create a stable surface on a rock or boulder within range. The rock becomes smooth and polished, allowing you to ride it like a surfboard. ", + "When you cast the spell—and as a bonus action on each of your turns thereafter—you can direct the rock to move up to 30 feet in any direction. You must be on the rock to control it, and it can carry up to your weight plus an additional 500 pounds. If you move the rock off of solid ground, it will drift through the air until it reaches solid ground again, at which point it will come to a stop. ", + "While you are riding the rock, opportunity attacks are made against you with disadvantage, you have advantage on Dexterity (Acrobatics) checks, and you reduce any fall damage you take by five times your level." + ], + "source": "Elementara", + "subschools": [ + "Geomancy" + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Seismic Sense", + "level": 1, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You tap into the power of the earth, granting you a heightened awareness of vibrations and movement. For the duration of the spell, you gain the following benefits:", + "• You can detect the presence of any creature or object within 30 feet of you that is in contact with the ground, even if it is hidden or {@condition invisible}.", + "• You have advantage on Perception checks made to detect the presence of creatures or objects through vibrations in the ground.", + "• You have advantage on Initiative checks, as you are attuned to the movements of creatures around you." + ], + "source": "Elementara", + "page": 80, + "subschools": [ + "Geomancy" + ], + "components": { + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the range of your seismic sense increases by 30 feet for each slot level above 1st." + ] + } + ] + }, + { + "name": "Saviour Stones", + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you or a creature within 20 feet of you takes non-psychic damage, is knocked prone, is forcefully moved, or becomes grappled" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You quickly position small pieces of rock to aid you or one of your allies—using the rocks to block sources of harm, prop the target up, and/or to fend off attackers.", + "If this spell was triggered by damage, reduce that damage by {@dice 1d6} + your spellcasting ability modifier (to a minimum of 0 damage). If this spell was instead triggered by one of the other effects listed, this spell prevents that effect, and also reduces any damage that creature took as a part of the same attack or spell that induced that effect, by the same amount as above." + ], + "source": "Elementara", + "page": 80, + "subschools": [ + "Geomancy" + ], + "components": { + "s": true, + "m": "a source of rock" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the reduction increases by {@dice 1d6} for every two slot levels above 1st." + ] + } + ] + }, + { + "name": "Earthen Barrier", + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You form a rectangular barrier of earth within range, using sources of rock, dirt, or sand within 30 feet. The barrier must rest on the ground and has a thickness of 1 foot, is 5 feet tall, and can have a length of up to 20 feet. It provides three-quarters cover to medium creatures that are standing, and full cover for small creatures and medium creatures that crouch behind it. The barrier is a non-magical object, blocking effects as usual. It has an AC of 15 and 20 hit points.", + "If the barrier cuts through a creature's space when it appears, the creature is pushed to one side of the barrier (your choice). The barrier crumbles when the spell ends or after it is reduced to 0 hit points, at which point the spell ends. In either case, the ground which was within 5 feet of the barrier becomes difficult terrain until the debris is cleared.", + "While the barrier persists, you can use your bonus action to repair the wall using material within 30 feet, causing it to regain hit points equal to half of its maximum." + ], + "source": "Elementara", + "page": 80, + "subschools": [ + "Geomancy" + ], + "components": { + "s": true, + "m": "a source of rock, dirt or sand" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the barrier's height and maximum length increases by 5 feet for each slot level above 2nd. Additionally, it's hit points increase by 10 for each slot level above 2nd." + ] + } + ] + }, + { + "name": "Jutting Earth", + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You swiftly pull up the earth below a creature of your choice within range. The target must make a Dexterity saving throw. On a failed save, choose flat or sharp for the lifted earth, each applying different effects:", + "If you choose flat, the target takes {@damage 4d6} bludgeoning damage and if it is Large or smaller, it is sent flying 20 feet into the air. You choose a point within 10 feet horizontally of their original location for them to land (keep in mind the usual falling damage:{@damage 1d6} bludgeoning damage for every 10 feet a creature falls, to a maximum of {@dice 20d6}).", + "If you choose sharp, the target takes {@damage 4d6} piercing damage and is {@condition restrained} by the lifted earth until the end of your next turn.", + "After the spell ends, the lifted earth sinks back to where it was originally." + ], + "source": "Elementara", + "page": 80, + "subschools": [ + "Geomancy" + ], + "conditionInflict": [ + "restrained" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d6} for each slot level above 2nd." + ] + } + ], + "components": { + "v": true, + "s": true, + "m": "a source of rock, dirt or sand under the target" + } + }, + { + "name": "Pitfall", + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You create a pitfall in the ground within range, causing a 5-foot-deep, 5-foot-radius depression in earth or sand. The pitfall is difficult terrain, and any creature that enters it or is in the area when you cast the spell must make a Dexterity saving throw. On a failure, it becomes {@condition restrained} for the duration. A creature {@condition restrained} this way can use its action to make a Strength check against your spell save DC. On a success, it frees itself.", + "As a bonus action on your turn, you can cause the pitfall to collapse, burying any creature that is {@condition restrained} by the pitfall in earth or sand. A creature must make a Strength saving throw, taking {@damage 2d6} bludgeoning damage and being buried in the pitfall on a failed save, or half as much damage on a successful one. A buried creature can use its action to make a Strength check against your spell save DC. On a success, it frees itself." + ], + "source": "Elementara", + "page": 80, + "subschools": [ + "Geomancy" + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Sand Surge", + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call forth a swirling storm of sand, creating a blast of abrasive particles that targets a creature within range. The target must make a Dexterity saving throw. On a failure, a target takes {@damage 3d6} slashing damage and is {@condition blinded} until the end of your next turn. On a successful save, a target takes half as much damage and is not {@condition blinded}." + ], + "source": "Elementara", + "page": 81, + "subschools": [ + "Geomancy" + ], + "conditionInflict": [ + "blinded" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d6} for each slot level above 2nd." + ] + } + ], + "components": { + "s": true, + "m": "a source of sand or dust" + } + }, + { + "name": "Acid Bomb", + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [] + }, + "entries": [ + "You hurl a bomb of acidic liquid at a point within range. The bomb explodes on impact, creating a acidic burst in a 20-foot radius sphere. Each creature in the area must make a Dexterity saving throw, taking {@damage 4d6} acid damage on a failed save, or half as much damage on a successful one.", + "Objects in the area take double damage from the acid, and the acid eats away at organic material, decomposing it over time. The acid persists on the ground for the duration, and any creature that enters the area for the first time on a turn or starts its turn there must make a Dexterity saving throw, taking {@damage 2d6} acid damage on a failed save, or half as much damage on a successful one." + ], + "source": "Elementara", + "page": 81, + "subschools": [ + "Geomancy" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d6} for each slot level above 2nd." + ] + } + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Earthen Rift", + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call forth a line of rumbling earth that extends from you in a straight line up to 30 feet long and 10 feet wide. Each creature in the line must make a Dexterity saving throw, taking {@damage 5d8} bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are also knocked {@condition prone}. In addition, if the ground in that area is loose earth or stone, the ground in the area becomes difficult terrain until cleared." + ], + "source": "Elementara", + "page": 81, + "subschools": [ + "Geomancy" + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d8} for each slot level above 3rd." + ] + } + ] + }, + { + "name": "Rock Armor", + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 20 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You form a suit of armor from stone around yourself or a willing creature within range, provided the target isn't wearing heavy armor. The target gains the following benefits and drawbacks until the spell ends:", + "• The target's AC becomes 14 + your spellcasting ability modifier. It can use a shield and still gain this benefit.", + "• It gains {@dice 3d4 + 4} temporary hit points.", + "• Its speed is reduced by 10 feet.", + "• It has advantage on Strength saving throws, but disadvantage on Dexterity saving throws.", + "• It is immune to being {@condition grappled}, knocked {@condition prone}, and forcefully moved.", + "The spell ends if you dismiss it as an action, or if the target wearing the armor chooses to remove it using an action." + ], + "source": "Elementara", + "page": 81, + "subschools": [ + "Geomancy" + ], + "components": { + "s": true, + "m": "a source of rock, dirt or sand" + } + }, + { + "name": "Demolishing Tremors", + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 20 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You channel the power of the earth into a devastating rampage, causing the ground beneath you to shake and tremble in a 20-foot radius centered on you. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature is knocked {@condition prone}, {@condition paralyzed} until the start of your next turn, and is pushed to the edge of the area or pulled into the center (your choice). On a successful save, a target is moved, but you don't paralyze it or knock it {@condition prone}. If the ground in that area is anything less than indestructible, it becomes difficult terrain until cleared." + ], + "source": "Elementara", + "page": 83, + "subschools": [ + "Geomancy" + ], + "conditionInflict": [ + "paralyzed", + "prone" + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Boulder Crash", + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You hurl a small boulder at a creature within range, or drop it from above if you are at least 30 feet above the creature. The creature must make a Dexterity saving throw, taking {@damage 6d6} bludgeoning damage on a failed save, or half as much damage on a successful one.", + "In addition, the force of the boulder's impact creates a shockwave that ripples outward from the point of impact. Each creature within 15 feet of the target must make a Constitution saving throw. On a failed save, a creature takes {@damage 4d6} thunder damage and is pushed 10 feet away from the point of impact. On a successful save, the creature takes half as much damage and isn’t pushed." + ], + "source": "Elementara", + "page": 83, + "subschools": [ + "Geomancy" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, both the bludgeoning and thunder damage increases by {@dice 1d6} for each slot level above 4th." + ] + } + ], + "components": { + "v": true, + "s": true, + "m": "a boulder or other large earthen object" + } + }, + { + "name": "Erosion", + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "Choose up to five non-magical metal or earthen objects that you can see within range to begin eroding, each of which must be no larger than 3 feet in any dimension.", + "If the object is a weapon or piece of armor, it immediately takes a -2 penalty to damage rolls or a -2 penalty to AC, then takes the same penalty at the start of each of your turns for the duration. If a weapon reaches a penalty of -5, it is destroyed. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is also destroyed.", + "If one of the target objects is being held or worn by a creature, that creature must make a Dexterity saving throw at the start of each of its turns while it remains in contact with it. On a failure, it takes {@damage 2d6} acid damage." + ], + "source": "Elementara", + "page": 83, + "subschools": [ + "Geomancy" + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Sandstorm", + "level": 7, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You whip up dust or sand into a raging sandstorm. Choose a point within range, and a 20-foot-radius, 20-foot-high cylinder of swirling dust or sand appears around it. The storm blocks line of sight for all creatures outside of it from seeing inside it, and vice versa.", + "A creature that starts its turn in the storm or enters the storm for the first time on a turn must make a Constitution saving throw. On a failure, a creature takes {@damage 6d6} bludgeoning damage and is {@condition blinded} and has its speed halved until the end of its next turn. On a successful saving throw, it takes half as much damage and is not {@condition blinded}." + ], + "source": "Elementara", + "subschools": [ + "Geomancy" + ], + "page": 83, + "conditionInflict": [ + "blinded" + ], + "components": { + "v": true, + "s": true, + "m": "a source of sand or dust within range" + } + }, + { + "name": "Chasm", + "level": 8, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You create a massive chasm in the ground. Choose a point within range, and a 20-foot-wide, 60-foot-long, and 40-foot-deep chasm opens up in the ground. Any creature standing in the area must make a Dexterity saving throw, falling into the chasm and taking {@damage 8d6} bludgeoning damage on a failed save. On a successful saving throw, a creature instead clings to the edge of the chasm, taking no damage and not falling inside.", + "When the spell ends, the chasm collapses in on itself, reverting the ground to its previous form. All conscious creatures inside are pushed upwards as the chasm collapses and safely lands on solid ground. {@condition Unconscious|XPHB} creatures are not pushed, and are instead trapped within the ground." + ], + "source": "Elementara", + "page": 83, + "subschools": [ + "Geomancy" + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Stone Prison", + "level": 9, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "year", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call stone from within the area to form a nighunbreakable stone prison. Choose a creature within range, which must make a Dexterity saving throw. On a failure, a sphere of solid stone forms around it, enclosing it in a 20-foot-radius prison. The prison is immune to all damage, and the target creature is trapped inside until the spell ends. When you create the prison, you can choose to form gaps in it of any size. Otherwise, it is a solid stone sphere.", + "If the {@i erosion} spell is cast on parts of the prison once every day for seven days, or if it is cast once using a 9th-level spell slot, the prison breaks and the creature inside is set free." + ], + "source": "Elementara", + "page": 83, + "subschools": [ + "Geomancy" + ], + "components": { + "v": true, + "s": true, + "m": "stone within the area" + } + }, + { + "name": "Minor Hydromancy", + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + }, + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call on your hydromancy to invoke a minor effect. Choose one of the following effects to cause within range:", + "• You move up to a 5-foot cube of water up to 10 feet away, but not with enough force to deal damage.", + "• You manipulate up to a 5-foot cube of water, ice, or blood that has no creatures inside or that is not inside a creature, causing it to take on a semi-solid, malleable form. This allows you to manipulate it as if it were a viscous liquid for 1 hour. You can do so in various ways, such as forming it into shapes, separating it into smaller volumes, causing it to flow or drip in a specific direction, using it to clean objects, or using it to hold and move objects up to 1 pound.", + "• You chill up to 1 cubic foot of nonliving material, or freeze up to 5 cubic feet of water without creatures inside, for 1 hour. Alternatively, you can melt up to 5 cubic feet of ice.", + "• You grant yourself a swimming speed equal to your walking speed for 1 hour.", + "• You manipulate water in some other small way, to a degree similar to the options above. The GM has the final say when determining what effects you can cause.", + "If you cast this spell multiple times, you can have up to two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action." + ], + "source": "Elementara", + "page": 84, + "subschools": [ + "Hydromancy" + ], + "components": { + "s": true + } + }, + { + "name": "Water Crash", + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You hurl a small blob of water at a creature you can see within range. The target must succeed on a Dexterity saving throw or take {@damage 1d4} bludgeoning damage and have disadvantage on the next attack roll it makes before the end of its next turn, disorientated by the impact." + ], + "source": "Elementara", + "page": 84, + "subschools": [ + "Hydromancy" + ], + "components": { + "s": true, + "m": "a source of water" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Cantrip Upgrade", + "entries": [ + "This spell's damage increases by {@dice 1d4} when you reach 5th Level ({@dice 2d4}), 11th level ({@dice 3d4}), and 17th level ({@dice 4d4})." + ] + } + ] + }, + { + "name": "Aquatic Impact", + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 20 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [] + }, + "entries": [ + "You unleash a surge of water towards a creature of your choice within range, or toward two creatures within 5 feet of each other within range. The water could take the form of a simple blast, fast moving bullet-like drops, or tendrils. Make a ranged spell attack against each target. On a hit, a target takes {@damage 3d8} bludgeoning damage, and you can push it up to 5 feet away from you." + ], + "source": "Elementara", + "page": 84, + "subschools": [ + "Hydromancy" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "components": { + "v": true, + "s": true, + "m": "a source of water" + } + }, + { + "name": "Downpour", + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 20 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "Choose a point within range. A downpour of rain drenches the area in a 20-foot-radius, 40-foot-high cylinder centered on that point for the duration. When you cast the spell, all creatures in the area become soaked. For the duration, any creature that ends its turn in the area also becomes soaked if it isn't already." + ], + "source": "Elementara", + "page": 84, + "subschools": [ + "Hyrdomancy" + ], + "components": { + "v": true, + "s": true, + "m": "a source of water" + } + }, + { + "name": "Flashfreeze", + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + }, + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You unleash a burst of frost that envelops an object no larger than a 5-foot cube or a creature within range.", + "If you choose an object, it becomes frozen solid for 10 minutes. This could freeze a door or lock in place, making it difficult or impossible to open. Or it could freeze a weapon, object, or tool, making it temporarily useless. The ice has an AC of 13, 20 hit points, and vulnerability to fire damage.", + "If you choose a creature, it must make a Constitution saving throw. On a failure, it takes {@damage 2d6} cold damage and is chilled until the end of your next turn." + ], + "source": "Elementara", + "page": 84, + "subschools": [ + "Hydromancy" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you can target an additional object or creature for each slot level above 1st. The targets must be within 30 feet of each other." + ] + } + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Aqua Blade", + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [] + }, + "entries": [ + "You channel the power of water into a powerful blade of pressurized liquid. Make a melee spell attack against a creature you can reach. On a hit, the target takes {@damage 4d6} slashing damage, plus an additional {@damage 2d6} cold damage." + ], + "source": "Elementara", + "page": 85, + "subschools": [ + "Hydromancy" + ], + "components": { + "s": true, + "m": "a source of water" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, both the slashing and cold damage increase by {@dice 1d6} for each slot level above 2nd." + ] + } + ] + }, + { + "name": "Sanguine Strike", + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You draw blood from yourself, forming it into a powerful slash. Choose a number of hit points to sacrifice: {@dice 1d8} or {@dice 2d8}, and reduce your current hit points by that amount. Then, make a melee spell attack against a creature you can see within 10 feet of you. On a hit, the target takes slashing damage equal to {@dice 4d8}, plus a number of extra d8s equal to the same amount you rolled when sacrificing hit points for this spell. Also on a hit, you can push the target away from you, up to 10 feet for each extra {@dice d8} you rolled. The self-inflicted hit point reduction induced by this spell does not count as damage or affect your {@status Concentration|XPHB}." + ], + "source": "Elementara", + "page": 85, + "subschools": [ + "Hydromancy" + ], + "components": { + "v": true, + "s": true, + "m": "some of your own blood" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the base damage and maximum amount of current hit points you can sacrifice increases by {@dice 1d8} for each slot level above 2nd." + ] + } + ] + }, + { + "name": "Swirling Waves", + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You call forth a swirling vortex of water that engulfs a 15-foot radius centered on you. Each creature in the area must make a Strength saving throw, taking {@damage 3d8} bludgeoning damage and being knocked {@condition prone} on a failed save, or half as much damage on a successful one." + ], + "source": "Elementara", + "page": 85, + "subschools": [ + "Hydromancy" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d8} for each slot level above 2nd." + ] + } + ], + "components": { + "v": true, + "s": true, + "m": "a source of water" + } + }, + { + "name": "Chilling Stomp", + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You stomp your foot, releasing a wave of frost in a 30-foot cone in front of you, leaving a surface of ice in the area. The ice surface is difficult terrain, and each creature that enters the area for the first time on a turn or starts its turn inside must make a Dexterity saving throw. On a failure, a creature takes {@damage 2d6} bludgeoning damage, is knocked {@condition prone}, and chilled until the start of their next turn.", + "The ice surface lasts for the duration or until it is cleared by some environmental effect, such as being lit on fire." + ], + "source": "Elementara", + "subschools": [ + "Hydromancy" + ], + "page": 85, + "conditionInflict": [ + "prone" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d6} for each slot level above 3rd." + ] + } + ], + "components": { + "v": true, + "s": true, + "m": "a source of water" + } + }, + { + "name": "Control Blood", + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "Choose a humanoid creature you can see within range. The target must succeed on a Constitution saving throw or be {@condition paralyzed} for the duration. This spell has no effect on creatures without blood. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.", + "As a bonus action on each of your turns, you can cause the target to take {@damage 2d6} necrotic damage, and you can also move the target up to 20 feet in any direction, including upwards." + ], + "source": "Elementara", + "page": 85, + "subschools": [ + "Hydromancy" + ], + "conditionInflict": [ + "paralyzed" + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. In addition, when you cast this spell using a spell slot of 6th level or higher, you can target any type of creature with this spell, not just humanoids." + ] + } + ] + }, + { + "name": "Ice Capsule", + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you or an ally in range takes damage" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "A capsule of sturdy ice springs forth, encasing you or a willing creature within range that just took damage. While encased, the target is {@condition incapacitated} (you can concentrate on this spell while {@condition incapacitated} by its effect). The ice provides the target immunity to bludgeoning, piercing, and slashing damage, and resistance to all other damage types except for fire and psychic, including against the triggering damage.", + "The target regains {@dice 1d8} hit points at the start of their first turn while inside the ice, and {@dice 2d8} hit points at the start of their second turn inside. If the target takes more than 30 non-psychic damage while encased, the ice breaks and the spell ends. The target can also choose to break the ice at the end of their turn, ending the spell (no action required)." + ], + "source": "Elementara", + "page": 86, + "subschools": [ + "Hydromancy" + ], + "conditionInflict": [ + "incapacitated" + ], + "components": { + "v": true, + "s": true, + "m": "a source of water" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the maximum damage before the ice breaks increases by 15, and the healing on the target's first turn inside increases by {@dice 1d8}, for each slot level above 3rd." + ] + } + ] + }, + { + "name": "Water Spout", + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "source": "Elementara", + "page": 87, + "subschools": [ + "Hyrdromancy" + ], + "entries": [ + "You call forth a spout of water from the ground or from the air, directing it toward a location within range. It expands outwards into a 10-foot radius, 40-foot high cylinder.", + "When a creature, other than you, enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes {@damage 3d6} bludgeoning damage, becomes soaked, and is pushed 10 feet away from the spout. On a successful save, the creature takes half as much damage, but suffers no other effect.", + "As a bonus action while you are within 5 feet of the spout, you can ascend it and ride it as if it were a mount, moving you and the spout up to 40 feet horizontally. The spout can carry you and up to 500 pounds of weight." + ], + "components": { + "v": true, + "s": true, + "m": "a source of water or low cloud" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d6} for each slot level above 3rd." + ] + } + ] + }, + { + "name": "Blessed Droplets", + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You form four large droplets of water and launch them high into the air, after which they each rain down onto targets of your choice within range. For each droplet, you choose whether it is a healing droplet or a forceful droplet.", + "A creature hit by a healing droplet regains hit points equal to {@dice 2d8} + your spellcasting ability modifier, provided it is not an undead or construct. A target hit by a forceful droplet must make a Dexterity saving throw. On a failed save, the target takes bludgeoning damage equal to {@dice 2d8} + your spellcasting ability modifier and is knocked {@condition prone}. On a successful save, it takes half as much damage and isn't knocked {@condition prone}.", + "If you direct more than one droplet at a single target, they combine into one, increasing the healing or damage of that droplet by {@dice 2d8} for each extra one." + ], + "source": "Elementara", + "page": 87, + "subschools": [ + "Hyrdromancy" + ], + "components": { + "v": true, + "s": true, + "m": "a source of water" + }, + "conditionInflict": [ + "prone" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, you form and launch one extra droplet for each slot level above 4th." + ] + } + ] + }, + { + "name": "Deep Freeze", + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You create a blast of freezing air in a 20-foot-radius sphere centered on a point within range. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes {@damage 4d6} cold damage and is chilled for the duration. On a successful save, it takes half as much damage and is not chilled.", + "A creature chilled by this spell must make another Constitution saving throw at the end of each of its turns. On a failure, it takes {@damage 2d6} cold damage. On a success, it is no longer chilled.", + "If a creature takes cold damage from this spell three times, it becomes frozen solid until the spell ends. While frozen solid, it is {@condition paralyzed}, and automatically fails Constitution saving throws from this spell." + ], + "source": "Elementara", + "page": 87, + "subschools": [ + "Hydromancy" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage a creature takes at the end of its turn increases by {@dice 1d6} for each slot level above 4th." + ] + } + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Water Rings", + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You control water to form a ring around yourself with a radius of 5 feet, which lasts for the duration. It is swirling and turbulent, moving at high speed.", + "The ring grants you resistance to fire damage. In addition, each creature that starts their turn within the ring or moves inside of it for the first time on a turn must make a Strength saving throw. On a failure, it takes {@damage 3d6} bludgeoning damage, is pushed back 10 feet away from you, and is knocked {@condition prone}. On a successful save, the creature takes half as much damage and isn’t pushed or knocked {@condition prone}.", + "When you cast the spell — and as a bonus action on each of your turns thereafter — you can use some of the water in the ring to make a melee spell attack against a creature within 20 feet of you. On a hit, the target takes {@damage 3d6} bludgeoning damage and becomes soaked." + ], + "source": "Elementara", + "page": 88, + "subschools": [ + "Hydromancy" + ], + "conditionInflict": [ + "prone" + ], + "components": { + "v": true, + "s": true, + "m": "a source of water" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, both instances of damage for this spell increase by {@dice 1d6} for each slot level above 5th." + ] + } + ] + }, + { + "name": "Ice Spikes", + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You unleash a line of ice spikes that extends from you in a line 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes {@damage 4d8} piercing damage and {@damage 4d8} cold damage, or half as much damage on a successful save.", + "In addition, the ice spikes remain for the duration of the spell. Any creature inside that failed their saving throw is also chilled and {@condition restrained} by the spikes for the duration. A creature {@condition restrained} this way can use its action to make a Strength check against your spell save DC. On a success, it frees itself and is no longer {@condition restrained} and chilled.", + "The ice spikes are immune to all damage, including fire damage. At the end of the spell's duration, the ice spikes melt and disappear." + ], + "source": "Elementara", + "page": 88, + "subschools": [ + "Hydromancy" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "Using a Higher-Level Spell Slot", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, both the piercing and cold damage increase by {@dice 1d8} for each spell level above 6th." + ] + } + ], + "components": { + "v": true, + "s": true, + "m": "a source of water" + } + }, + { + "name": "Sanguine Storm", + "level": 7, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You draw blood from a target, unleashing it as a violent storm of ichor. Choose one creature within range, which must make a Constitution saving throw. A creature takes {@damage 4d6} necrotic damage on a failed save, or half as much on a successful one, and its hit point maximum is reduced by an amount equal to the damage taken. In either case, you draw some of the target's blood from its body, unleashing it as a storm of blood which extends outward from the target in a 10-foot radius for the duration. Each creature that starts their turn within the ring or moves inside of it for the first time on a turn, including the target creature, must make a Constitution saving throw. A creature takes {@damage 4d6} necrotic damage on a failed save, or half as much on a successful one, and its hit point maximum is reduced by an amount equal to the damage taken." + ], + "source": "Elementara", + "page": 88, + "subschools": [ + "Hydromancy" + ], + "components": { + "v": true, + "s": true + } + }, + { + "name": "Tidal Vortex", + "level": 9, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 240 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "XPHB" + } + ] + }, + "entries": [ + "You draw moisture from all around you, including from the clouds above, to form a massive vortex of water within a 40-foot radius, 20-foot high cylinder within range, which lasts for the duration.", + "Each creature within the vortex must make a Strength saving throw at the start of each of its turns. A creature that enters the area for the first time on a turn must also make this saving throw. On a failed save, a creature takes {@damage 8d10} bludgeoning damage, is soaked, and becomes trapped in the vortex, unable to move for the rest of the turn. On a successful save, a creature takes half as much damage, but suffers no other effect.", + "An affected creature at the center of the vortex is {@condition restrained} until the spell ends, and takes an extra {@damage 2d10} damage each time it fails a saving throw against the vortex.", + "A creature stuck in the vortex must make a Strength check against your spell save DC at the start of its turn. On a success, it can move by swimming through the vortex this turn, and it is no longer {@condition restrained} if it is at the center of the vortex. Otherwise, it is pulled 10 feet towards the center." + ], + "source": "Elementara", + "page": 88, + "subschools": [ + "Hydromancy" + ], + "components": { + "v": true, + "s": true + } + } + ] +}