[[],[{"id":20147,"name":"Abi-dalzim's Horrid Wilting","school":"Necromancy","subschool":"None","spellcraft_dc":"18","level":"Sorcerer 8, Warlock 8","short_description":"You draw the moisture from every creature in a 30 -foot cube centered on a point you choose within range.","full_text":"
8th-level necromancy<\/em><\/p> Casting Time: <\/strong>1 action<\/p> Range: <\/strong>150 feet<\/p> Components: <\/strong>V, S, M (a bit of sponge) Duration: <\/strong>Instantaneous<\/p> You draw the moisture from every creature in a 30 -foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.<\/p>","reference":"EEPC"},{"id":20148,"name":"Absorb Elements","school":"Abjuration","subschool":"None","spellcraft_dc":"11","level":"Druid 1, Ranger 1, Wizard 1","short_description":"The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack.","full_text":" 1st-level abjuration<\/em><\/p> Casting Time: <\/strong> 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage. The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.<\/p> At Higher Levels. <\/em><\/strong> When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.<\/p> <\/p>","reference":"EEPC"},{"id":20149,"name":"Aganazzar's Scorcher","school":"Evocation","subschool":"None","spellcraft_dc":"12","level":"Sorcerer 2, Wizard 2","short_description":"A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose.","full_text":" 2nd-level evocation<\/em><\/p> Casting Time: <\/strong> 1 action Range: <\/strong>30 feet<\/p> Components: <\/strong> V, S, M (a red dragon’s scale) Duration: <\/strong>Instantaneous<\/p> A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw.<\/p> A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.<\/p> At Higher Levels. <\/em><\/strong> When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.<\/p>","reference":"EEPC"},{"id":20150,"name":"Beast Bond","school":"Divination","subschool":"None","spellcraft_dc":"11","level":"Druid 1, Ranger 1","short_description":"You establish a telepathic link with one beast you touch that is friendly to you or charmed by you.","full_text":" 1st-level divination<\/em><\/p> Casting Time: <\/strong> 1 action Components: <\/strong> V, S, M (a bit of fur wrapped in a cloth) You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.<\/p> <\/p>","reference":"EEPC"},{"id":20151,"name":"Bones of the Earth","school":"Transmutation","subschool":"None","spellcraft_dc":"16","level":"Druid 6","short_description":"You cause up to six pillars of stone to burst from places on the ground that you can see within range.","full_text":" 6th-level transmutation<\/em><\/p> Casting Time: <\/strong> 1 action You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.<\/p> If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.<\/p> If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.<\/p> At Higher Levels<\/em><\/strong> . When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.<\/p> <\/p>","reference":"EEPC"},{"id":20152,"name":"Catapult","school":"Transmutation","subschool":"None","spellcraft_dc":"11","level":"Sorcerer 1, Wizard 1","short_description":"Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface.","full_text":" 1st-level transmutation<\/em><\/p> Casting Time: <\/strong> 1 action<\/p> Range: <\/strong> 150 feet<\/p> Components: <\/strong> S<\/p> Duration: <\/strong> Instantaneous<\/p> Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.<\/p> At Higher Levels<\/em><\/strong>. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.<\/p>","reference":"EEPC"},{"id":20153,"name":"Create Bonfire","school":"Conjuration","subschool":"cantrip","spellcraft_dc":"","level":"Druid 0, Sorcerer 0, Warlock 0, Wizard 0","short_description":"You create a bonfire on ground that you can see within range.","full_text":" Conjuration cantrip<\/em><\/p> Casting Time<\/strong> : 1 action You create a bonfire on ground that you can see within range. Until the spells ends, the bonfire fills a 5 -foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.<\/p> The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).<\/p> Transmutation cantrip<\/em><\/p> Casting Time: <\/strong> 1 action You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:<\/p> • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.<\/p> • You instantaneously extinguish the flames within the cube.<\/p> • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.<\/p> • You cause simple shapes-such as the vague form of a creature, an inanimate object, or a location-to appear within the flames and animate as you like. The shapes last for 1 hour.<\/p> If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.<\/p>","reference":"EEPC"},{"id":20155,"name":"Control Winds","school":"Transmutation","subschool":"None","spellcraft_dc":"","level":"Druid 5, Sorcerer 5, Wizard 5","short_description":"You take control of the air in a 100-foot cube that you can see within range.","full_text":" 5th-level transmutation<\/em><\/p> Casting Time: <\/strong> 1 action<\/p> Range: <\/strong> 300 feet<\/p> Components: <\/strong> V, S<\/p> Duration: <\/strong> Concentration, up to 1 hour<\/p> You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.<\/p> Gusts. <\/em><\/strong> A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.<\/p> Downdraft. <\/em><\/strong> You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must<\/p> make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.<\/p> Updraft. <\/em><\/strong> You cause a sustained updraft within the cube, rising upward from the cube's bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.<\/p>","reference":"EEPC"},{"id":20156,"name":"Dust Devil","school":"Conjuration","subschool":"None","spellcraft_dc":"","level":"Druid 2, Sorcerer 2, Wizard 2","short_description":"An elemental force that resembles a dust devil appears.","full_text":" 2nd-level conjuration<\/em><\/p> Casting Time: <\/strong>1 action Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.<\/p> Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.<\/p> As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.<\/p> At Higher Levels. <\/em><\/strong>When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.<\/p>","reference":"EEPC"},{"id":20157,"name":"Earthbind","school":"Transmutation","subschool":"None","spellcraft_dc":"","level":"Druid 2, Sorcerer 2, Warlock 2, Wizard 2","short_description":"Reduces flying speed to 0.","full_text":" EARTHBIND<\/p> 2nd-level transmutation<\/em><\/p> Casting Time: <\/strong>1 action<\/p> Range: <\/strong>300 feet<\/p> Components: <\/strong>V<\/p> Duration: <\/strong>Concentration, up to 1 minute <\/p> Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.<\/p>","reference":"EEPC"},{"id":20158,"name":"Earth Tremor","school":"Evocation","subschool":"None","spellcraft_dc":"","level":"Bard 1, Druid 1, Sorcerer 1, Wizard 1","short_description":"You cause a tremor in the ground in a 10-foot radius.","full_text":" 1st-level evocation<\/em><\/p> Casting Time: <\/strong>1 action<\/p> Range: <\/strong>Self (10-foot radius)<\/p> Components: <\/strong>V, S<\/p> Duration: <\/strong>Instantaneous<\/p> You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.<\/p> At Higher Levels. <\/em><\/strong>When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.<\/p> <\/p>","reference":"EEPC"},{"id":20159,"name":"Elemental Bane","school":"Transmutation","subschool":"None","spellcraft_dc":"","level":"Druid 4, Warlock 4, Wizard 4","short_description":"Target gets 2d6 extra damage each time it is hit by the same damage type as chosen by the spell.","full_text":" 4th-level transmutation<\/em><\/p> Casting Time: <\/strong>1 action Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends. <\/p> At Higher Levels. <\/em><\/strong>When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.<\/p> 3rd-level transmutation<\/em><\/p> Casting Time: <\/strong>1 action Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.<\/p> At Higher Levels. <\/em><\/strong>When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.<\/p>","reference":"EEPC"},{"id":20161,"name":"Flame Arrows","school":"Transmutation","subschool":"None","spellcraft_dc":"","level":"Druid 3, Ranger 3, Sorcerer 3, Wizard 3","short_description":"When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage.","full_text":" 3rd-level transmutation<\/em><\/p> Casting Time: <\/strong>1 action You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.<\/p> At Higher Levels. <\/em><\/strong>When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.<\/p>","reference":"EEPC"},{"id":20162,"name":"Frostbite","school":"Evocation","subschool":"cantrip","spellcraft_dc":"","level":"Druid 0, Sorcerer 0, Warlock 0, Wizard 0","short_description":"You cause numbing frost to form on one creature that you can see within range.","full_text":" Evocation cantrip<\/em><\/p> Casting Time<\/strong>: 1 action You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. <\/p> The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).<\/p>","reference":"EEPC"},{"id":20163,"name":"Gust","school":"Transmutation","subschool":"cantrip","spellcraft_dc":"","level":"Druid 0, Sorcerer 0, Wizard 0","short_description":"You seize the air and compel it to create a special effect.","full_text":" Transmutation cantrip<\/em><\/p> Casting Time: <\/strong>1 action You seize the air and compel it to create one of the following effects at a point you can see within range: <\/p> 1st-level conjuration<\/em><\/p> Casting Time: <\/strong>1 action You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.<\/p> At Higher Levels. <\/em><\/strong>When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.<\/p>","reference":"EEPC"},{"id":20165,"name":"Immolation","school":"Evocation","subschool":"None","spellcraft_dc":"","level":"Sorcerer 5, Wizard 5","short_description":"Flames wreathe one creature you can see within range.","full_text":" 5th-level evocation<\/em><\/p> Casting Time: <\/strong>1 action Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. <\/p> These magical flames can’t be extinguished through nonmagical means. If damage from this spell reduces a target to 0 hit points, the target is turned to ash.<\/p>","reference":"EEPC"},{"id":20166,"name":"Investiture of Flame","school":"Transmutation","subschool":"None","spellcraft_dc":"","level":"Druid 6, Sorcerer 6, Warlock 6, Wizard 6","short_description":"Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell\u2019s duration.","full_text":" 6th-level transmutation<\/em><\/p> Casting Time: <\/strong>1 action Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:<\/p> 6th-level transmutation<\/em><\/p> Casting Time: <\/strong>1 action Until the spell ends, ice rimes your body, and you gain the following benefits:<\/p> 6th-level transmutation<\/em> <\/p> Casting Time: <\/strong>1 action Until the spell ends, bits of rock spread across your body, and you gain the following benefits:<\/p> INVESTITURE OF WIND<\/p> 6th-level transmutation<\/em><\/p> Casting Time: <\/strong>1 action Until the spell ends, wind whirls around you, and you gain the following benefits:<\/p> 5th-level evocation<\/em><\/p> Casting Time: <\/strong>1 action A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.<\/p>","reference":"EEPC"},{"id":20171,"name":"Magic Stone","school":"Transmutation","subschool":"cantrip","spellcraft_dc":"","level":"Druid 0, Warlock 0","short_description":"","full_text":" Transmutation cantrip<\/em><\/p> Casting Time: <\/strong>1 bonus action You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier.<\/p> Hit or miss, the spell then ends on the stone.<\/p> If you cast this spell again, the spell ends early on any pebbles still affected by it.<\/p>","reference":"EEPC"},{"id":20172,"name":"Maximilian's Earthen Grasp","school":"Transmutation","subschool":"None","spellcraft_dc":"","level":"Sorcerer 2, Wizard 2","short_description":"A medium hand made from compacted soil rises and attacks one creature.","full_text":" 2nd-level transmutation<\/em><\/p> Casting Time: <\/strong>1 action Absorb Elements<\/h1>
Range: <\/strong> Self
Components: <\/strong>S
Duration: <\/strong>1 round<\/p>AGANAZZAR’S SCORCHER<\/h1>
BEAST BOND<\/h1>
Range: <\/strong>Touch<\/p>
Duration: <\/strong>Concentration, up to 10 minutes<\/p>BONES OF THE EARTH<\/h1>
Range: <\/strong> 120 feet
Components: <\/strong> V, S
Duration: <\/strong> Instantaneous<\/p>CATAPULT<\/h1>
CREATE BONFIRE<\/h1>
Range<\/strong> : 60 feet
Components<\/strong> : V, S
Duration<\/strong> : Concentration, up to 1 minute<\/p> <\/h1>","reference":"EEPC"},{"id":20154,"name":"Control Flames","school":"Transmutation","subschool":"cantrip","spellcraft_dc":"","level":"Druid 0, Sorcerer 0, Wizard 0","short_description":"Control a nonmagical flame within range.","full_text":"
CONTROL FLAMES<\/h1>
Range: <\/strong>60 feet
Components: <\/strong>S
Duration: <\/strong> Instantaneous or 1 hour (see below)<\/p>CONTROL WINDS<\/h1>
DUST DEVIL<\/h1>
Range: <\/strong>60 feet
Components: <\/strong>V, S, M (a pinch of dust)
Duration: <\/strong>Concentration, up to 1 minute<\/p>EARTH TREMOR<\/h1>
ELEMENTAL BANE<\/h1>
Range: <\/strong>90 feet
Components: <\/strong>V, S
Duration: <\/strong>Concentration, up to 1 minute<\/p> <\/h1>","reference":"EEPC"},{"id":20160,"name":"Erupting Earth","school":"Transmutation","subschool":"None","spellcraft_dc":"","level":"Druid 3, Sorcerer 3, Wizard 3","short_description":"A fountain of churned earth and stone erupts in a 20-foot cube centered on a point on the ground within range.","full_text":"
ERUPTING EARTH<\/h1>
Range: <\/strong>120 feet
Components: <\/strong>V, S, M (a piece of obsidian)
Duration: <\/strong>Instantaneous<\/p>FLAME ARROWS<\/h1>
Range: <\/strong>Touch
Components: <\/strong>V, S
Duration: <\/strong>Concentration, up to 1 hour<\/p>FROSTBITE<\/h1>
Range<\/strong>: 60 feet
Components<\/strong>: V, S
Duration<\/strong>: Instantaneous<\/p>GUST<\/h1>
Range: <\/strong>30 feet
Components: <\/strong>V, S
Duration: <\/strong>Instantaneous<\/p>ICE KNIFE<\/h1>
Range: <\/strong>60 feet
Components: <\/strong>S, M (a drop of water or piece of ice)
Duration: <\/strong>Instantaneous<\/p>IMMOLATION<\/h1>
Range: <\/strong>90 feet
Components: <\/strong>V
Duration: <\/strong>Concentration, up to 1 minute<\/p>INVESTITURE OF FLAME<\/h1>
Range: <\/strong>Self
Components: <\/strong>V, S
Duration: <\/strong>Concentration, up to 10 minutes<\/p>INVESTITURE OF ICE<\/h1>
Range: <\/strong>Self
Components: <\/strong>V, S
Duration: <\/strong>Concentration, up to 10 minutes<\/p>INVESTITURE OF STONE<\/h1>
Range: <\/strong>Self
Components: <\/strong>V, S
Duration: <\/strong>Concentration, up to 10 minutes<\/p>
Range: <\/strong>Self
Components: <\/strong>V, S
Duration: <\/strong>Concentration, up to 10 minutes<\/p>MAELSTROM<\/h1>
Range: <\/strong>120 feet
Components: <\/strong>V, S, M (paper or leaf in the shape of a funnel)
Duration: <\/strong>Concentration, up to 1 minute<\/p>MAGIC STONE<\/h1>
Range: <\/strong>Touch
Components: <\/strong>V, S
Duration: <\/strong>1 minute<\/p>MAXIMILIAN’S EARTHEN GRASP<\/h1>
Range: <\/strong>30 feet
Components: <\/strong>V, S, M (a miniature hand sculpted from clay)
Duration: <\/strong>Concentration, up to 1 minute<\/p>