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Sa m ple file Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 1 Elemental Magic of Zakhara INTRODUCTION Sources and Inspiration: Player’s Handbook (5th Edition) Dungeon Master’s Guide (5th Edition) Monster Manual (5th Edition) Princes of the Apocalypse Elemental Evil Player’s Companion Sword Coast Adventurer’s Guide Al-Qadim: Arabian Adventures Al-Qadim: The Complete Sha’ir’s Handbook Al-Qadim: Land of Fate Al-Qadim: Secrets of the Lamp Dragon 268: Secrets of the Brotherhood of True Flame Forgotten Realms: Faiths and Avatars Forgotten Realms: Sea of Fallen Stars Sa m ple This product both brings elements inspired by the southern continent of Zakhara up to the Sword Coast of Faerûn and updates them for native 5th edition Al-Qadim games. Inside you’ll find over 50 spells of the four elemental provinces of Zakharan mages (more than 10 for each elemental province), updated from AD&D Second Edition which complement those found in both the Player’s Handbook and Elemental Evil Player’s Companion to enhance any Elemental Evil or Forgotten Realms campaign. Wizards who focus on elemental magic will find new elemental traditions, and onks who follow the way of the four elements will find new elemental disciplines. In addition, the Brotherhood of True Flame emerges in Faerûn as a mercenary (or perhaps villainous) faction with designs on controlling fire magic and stopping their elemental rivals. A list of Zakharan wizard spells, including each elemental province, and four elemental monoliths for high-level wizards to summon round out the appendices. These spells are specifically appropriate for wizards – and monks following the way of the four elements – but the DM is encouraged to provide them as unknown quantities in play, unless a player specifically wishes to portray a Zakharan elemental mage (likely with the Far Traveller or Faction Agent background from the Sword Coast Adventurer’s Guide). Suggestions are provided for adding them to any campaign as well. The spells presented here focus on the elemental magic of Zakhara, non-elemental spells may be revealed in another product. Astute readers will notice that some of the spells have become lower level in translation or had other alterations, while some spells have not been translated at all (and one comes from outside Zakhara). The reason for this both practical and philosophical. The Elemental Evil Player’s Companion provides a lot of combat options, but less in the way of lower-level combat and utility spells. A few additional options can go a long way towards completing an element-focused character. The philosophy of 5th edition is one of fewer restrictions, so many (but not all) of the spells are no longer tied to environmental considerations. The usage of some spells has broadened, to make them more competitive (if still somewhat situational) choices. Finally some older spells duplicate the effects of current spells: many of these redundant spells have been ignored or combined so that there is less overlap between the spells presented here and those already published. The goal here is to provide a few more options of each element for an elementfocused wizard, and to update many of the thematic elemental spells from the Al-Qadim line for easy use in 5th edition. file “Sand, sea, wind, and flame. These four provinces are the foundation of all arcane magic.” — Badiyah al-Sa’id al-Sahim, University of Flame Mages in Qadib ZAKHARAN SCHOOLS OF MAGIC Zakhara, the Land of Fate, has had long traditions of magic, many of which started in the ruined kingdoms of Nog and Kadar before the land came to enlightenment. The eight schools of magic that are commonly found in the realms are all but unknown in Zakhara today. Instead, Zakharan mages specialize in one or two of the four Zakharan elemental provinces: sand, sea, wind, and flame. While many Zakharan wizards specialize in two elemental provinces, some specialize in a single element. Adding These Spells to Your Game While every effort has been made to balance these spells with those found in the game already, the nature of the game is that more spells means more opportunities for unforeseen combinations. Also, for some classes, the mere addition of spells to a class list subtly increases a character’s versatility (adding Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 2 file sented here as elemental disciplines. If a player is particularly interested in an option that is not provided for the monk, it is relatively easy to add the spell as a new elemental discipline as well. Sorcerers. Adding spells to a sorcerer’s list does not affect the character’s versatility much because of the sorcerer has such a small list of spells known which is separate from the spell list itself. If you want to give a sorcerer a bonus for focusing on an elemental spell list, you may consider giving a bonus spell known for knowing two spells of the same province. If the sorcerer is forbidden from selecting spells of other elements, you might consider granting a further bonus spell for every 2 spells known from the same province, but the player may quickly find that overspecializing is limiting, especially for a class with limited spells known. Warlocks. The warlock has a limited number of spells known, similar to the sorcerer. Like the cleric, a patron’s list of spells is a good place to swap in these spells. You may also consider giving a bonus spell for focusing on one province as described for sorcerers. Wizards. Be careful about allowing too many rituals on a wizard’s spell list. These can impact a wizard’s versatility because there is no need for a wizard to prepare them to cast them as rituals. You don’t need to go overboard when giving a wizard new spells. Perhaps an enemy or rival wizard might use one or two of these spells against the PCs before the characters acquire a scroll or spellbook containing the spell. An allied NPC might be willing to teach a rare spell as a reward for the players’ assistance. One or two rare or unique spells can be just as exciting (and less overwhelming) than a laundry list of new spells. The spellbook feature makes wizards the easiest class for adding new spells to the game, but spell books recovered from enemies may be damaged or only partially useable. Sa m ple rituals to the wizard list, giving a sorcerer more spells known, etc.). I don’t recommend adding too many (ballpark: more than a dozen) to any given spell list, and specific strategies are noted below for each class. Finally, experience has taught me that, given the relatively small number of spells any given class will know or prepare, taking all and only spells of any specific theme—elemental or not—is often unsatisfying in play. A selection of 3-6 thematic spells is often enough. This product, combined with the Elemental Evil Player’s Companion, should ensure that there is a good selection of thematic spells for any character focusing on just one of the elements. Bards. The easiest way to add these spells to a bard character is to make them available via their magical secrets feature. Any spells that you might offer to a wizard character can easily be selected by a bard as well. Adding a few appropriate spells to the bard spell list has little effect on the character’s overall power. Clerics. Domain spell lists are ideal places to make substitutions without dramatically affecting a cleric’s power level. Be careful about adding spells which fuel a cleric’s other features, such as a tempest domain cleric’s channel divinity. If you modify the cleric list itself (rather than a list of domain spells), for each added spell you might consider removing two inappropriate spells of the same level, especially if a player asks for the spells to be added to their list. Druids. Druids are uncommon in the Land of Fate, but the same considerations for the adding elemental spells to the cleric apply to the druid. Just like a cleric’s domain spells, a druid’s circle of the land spells are an ideal place to make substitutions. With a little work, one might concoct a whole land type for any given element. Monks. Five updated elemental spells are pre- Elemental Fighters and Rogues Eldritch knights and arcane tricksters can be made into elemental knights and tricksters simply by replacing the normal spell school requirements (abjuration and evocation for eldritch knights or enchantment and illusion for arcane tricksters) with two elemental provinces of the player’s choice. An elemental knight or elemental trickster can opt to specialize in only one province: such specialists know one additional first-level spell of their province. Monks The way of the four elements is taught by a small sect known as the Mystics of Nog. The mystics are centered in the Ruined Kingdoms region of Zakhara, but have enclaves elsewhere in Zakhara and even a few in Kara-Tur and Faerûn. Many mystics still worship the savage gods of Nog (primarily Shajar and Ragarra), though a few sects have broken that tradition to worship enlightened Zakharan gods or even one or more of the cold gods of the elements (Akadi, Istishia, Grumbar, and Kossuth). Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 3 Elemental Disciplines Creating Zakharan Wizards Blinding Strike (6th level required). You can spend 3 ki points to cast sundazzle. Clouds of the Desert (6th level required). You can spend 2 ki points to cast dust curtain. Shroud of Heat (17th level required). You can spend 6 ki points to cast heatwave. Silencing Air (6th level required). You can spend 2 ki points to cast wall against noise. Step of Stone (17th level required), You can spend 5 ki points to cast liquid earth. Unlike wizards in the Player’s Handbook, Zakharan wizards (and those in Faerûn tutored in the ways of Zakharan elemental wizardry) begin with access to the Zakharan wizard spell list and select one elemental province to add to that spell list at first level (see Appendix A). Elemental mages will focus on that province for their entire careers, while magicians will gain a second province at 2nd level. When a spell allows you to affect multiple elements (e.g. conjure elements), you can only use effects related to an elemental province you can access (e.g. a flame mage can only summon fire elementals with conjure elemental). Wizards True Flame, those that are not must be careful if they wish to escape the Brotherhood’s notice. Flame Savant file Beginning when you select this school at 2nd level, the gold and time you must spend to copy any spell from the flame province into your spellbook is halved. Flame Attunement Sa m ple Two types of wizards are common in the Land of Fate: elemental mages and magicians*. Magicians are more common than elemental mages, however. The elemental mage specializes in one elemental province, while the magician casts spells from two provinces. Few magic users are trusted in Zakhara, but elemental mages are given wide berth because it is believed they are members of secret wizardly societies. This image is largely due to the Brotherhood of True Flame, a confraternity of fire mages who openly proclaim flame magic to be the best path of magic. Most enlightened folk view Brotherhood members as arrogant and manipulative, which is often true. Many members of the Brotherhood are overtly cruel and condescending, both to common folk and to spellcasters who do not focus on the flame province. Arcane Traditions Wizards of Zakhara have the following Arcane Tradition options in lieu of those found in the Player’s Handbook. Four traditions focus on one province each: the elemental mages. The most common tradition of Zakhara, however, is the magician, who specializes in two different provinces. Flame Mage The flame province appeals to those who seek power or have an appetite for destruction; some flame mages are manipulative while others are violent. The flame province also appeals to those seeking purity and redemption. Flame spells tend to be destructive, a trait that appeals to most flame mages. Though not all flame mages are members of the Brotherhood of * The magician was originally called the sorcerer; this new name distinguishes it from the sorcerer class. Starting at 2nd level, you add one extra first-level spell from the flame province to your spellbook and whenever you have at least two flame spells prepared you can prepare a bonus flame spell of a level you can cast. You cannot learn spells of the sand, sea, or wind provinces. In addition, you are proficient in the disguise kit or the Primordial (Ignan) language. You also add your proficiency bonus to attacks made with alche- The Brotherhood’s Watchful Gaze Once a flame mage, magician with access to the flame province, or other spellcaster who uses fire spells can cast 3rd-level spells (generally at 5th level) they are likely to be noticed by agents of the Brotherhood of True Flame in Zakhara. The Brotherhood doesn’t give ultimatums initially, and many wizards simply pay lip service to the Brotherhood. By the time a spellcaster can cast 6th-level spells, (generally at 11th level) however, the Brotherhood tends to expect active participation by such powerful members. Outside of Zakhara, the Brotherhood is much less powerful and rarely asks for more than lip service or a quid pro quo exchange of lore and spells in Faerûn. Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 4 Empowered Element Beginning when you select this tradition at second level, when you expend a spell slot to cast a flame spell and the spell has a different effect for casting the spell with a higher level slot, you may treat the spell as though it were cast with a slot of one level higher. Once you use this feature you cannot use it again until you finish a short or long rest. Flame Strength At 6th level, your flame spells ignore fire resistance and deal half damage to creatures immune to fire. You gain resistance to fire damage and take no damage from fire when you would otherwise suffer only half damage due to a saving throw. You do not suffer from exhaustion due to sources of heat. Wrathful Flames SAND MAGE The sand province appeals to wizards who are steadfast and stoic. Sand mages tend to be hard workers, slow to anger, and unwavering in their devotion. Their detractors often consider sand mages to be stubborn and overly cautious. Sand Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy any spell from the sand province into your spellbook is halved. Sand Attunement Starting at second level, you add one extra first-level spell from the sand province to your spellbook and whenever you have at least two sand spells prepared you can prepare a bonus sand spell of a level you can cast. You cannot learn spells of the flame, sea, or wind provinces. In addition, you gain proficiency in one weapon: the lance, scimitar, or spear. You also gain proficiency in the disguise kit, the Primordial language (Terran), or vehicles (land). Whenever you add your proficiency bonus to ability checks related to the desert, desert creatures, desert survival or the elemental plane of earth, you can add double your proficiency bonus. Sa Ultimate Flame m ple At 10th level you deal additional damage equal to your Intelligence modifier when you damage a creature with a fire spell. A creature can only suffer this additional damage once per casting. feature twice before a short or long rest. file mist’s fire, torches, and other improvised weapons related to fire. Whenever you add your proficiency bonus to checks related to fire, fire creatures, or the elemental plane of fire, you can add double your proficiency bonus. At 14th level, you can use your empowered flame ELEMENTAL MAGES IN FAERÛN The elemental mage options follow the established traditions for the game though they go a little against the spirit of the current 5th edition rules. By removing the elemental attunement ability, these arcane traditions lose a little power but retain access to all spells, which is more fitting with the spirit of the 5th edition rules (but make slightly less compelling Zakharan elemental mages). Consider removing that feature if you wish to use the elemental traditions for elementalists of Faerûn (probably renamed to the traditional earth, air, fire, and water as well, or geomancer, aeromancer, pyromancer, and hydromancer). The DM may opt to bar one elemental school that opposes the caster’s primary elemental school with little impact on a character’s power level. In this case, earth and air oppose one another, as do fire and water. Empowered Element Beginning when you select this tradition at second level, when you expend a spell slot to cast a sand spell and the spell has a different effect for casting the spell with a higher level slot, you may treat the spell as though it were cast with a slot of one level higher. Once you use this feature you cannot use it again until you finish a short or long rest. Sand Magic Starting at 6th level, you can channel a spell’s energy into a handful of sand and unleash it by tossing the sand at one target. When you cast a 5th-level or lower spell that targets one ore more creatures and has a range other than self, you can target exactly one creature within 15 feet of you, even if it could normally affect more targets. If the spell could normally target multiple creatures (e.g. charm person cast using a second level slot, sleep, thunderwave, etc.), you may choose one of the following benefits before the spell is cast which only applies to the spell in question: Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 5 You gain advantage on one spell attack roll Your spell save DC increases by 2 You may set one die that you roll for the spell to its maximum or minimum value after it is rolled, as long as that die is not for an attack, check, or saving throw • You may consider the spell to be a sand spell for your empowered sands feature Once you use this feature, you cannot use it again until you complete a short or long rest. feature twice before a short or long rest. Fortitude of Sand Sea Savant At 10th level, you can transmute a portion of your flesh to living sand. You gain resistance to piercing and slashing damage. Additionally, you have advantage on all saving throws or checks to avoid being knocked prone. Ultimate Sands At 14th level, you can use your empowered sands Situational Elemental Powers The sea province appeals to complex individuals, who change with the tides and the seasons. They may conceal their true nature beneath a calm façade, or display their mercurial natures for all to see. Not all sea mages dwell near the sea or come from families of sailors or pearl divers, but most have strong ties to the sea in their past. Beginning when you select this school at 2nd level, the gold and time you must spend to copy any spell from the sea province into your spellbook is halved. Empowered Element When you expend a spell slot to cast a sea spell and the spell has a different effect for casting the spell with a higher level slot, you may treat the spell as though it were cast with a slot of one level higher. Once you use this feature you cannot use it again until you finish a short or long rest. Sea Attunement Starting at 2nd level, you learn one extra first-level spell from the sea province and whenever you have at least two sea spells prepared you can prepare a bonus sea spell of a level you can cast. You cannot learn spells of the flame, sand, or wind provinces. In addition, you gain proficiency in one weapon: the net, scimitar, or trident. You also gain proficiency in the disguise kit, the Primordial language (Aquan), navigator’s tools, or vehicles (sea). Whenever you add your proficiency bonus to ability checks related to swimming, the sea, sea creatures, piloting ships or the elemental plane of water, you can add double your proficiency bonus. Sa m ple Many elemental spells require an environment where the element occurs naturally. An appropriate environment is perhaps most noticeable for the sea province, but will also be relevant for all elements. A player asking for a focus on water, for example, is indirectly asking for a game in which there will be lots of watery terrain. Likewise the player of a flame mage will rightfully be asking about items in the environment that are flammable. Its good form to try to pay attention to the relevant element and add in fountains, wells, torches and lanterns, loose earth, or roll on weather tables as needed. A recurring villain’s lair can easily be placed near the docks or in a sewer system to help a player have fun. If you’re not willing to make these simple changes or have a story planned in which the element is particularly out of place, it is best to tell the player to pick a different character option. A simple rule of thumb to use during an encounter when the player asks about a favorable environment (are the goblins using torches? Is there a patch of sand here?) is to roll a d6 as long as the request could be plausible. On a 5 or 6 say yes (It may be hard for the goblins to track the PCs or detect traps when relying on darkvision). On a 4, say yes, but… using a risky, less favorable, or unfavorable situation (the goblins might have only one lantern). SEA MAGE file • • • Seaflow At 6th level, sea magic permeates your body and you can flow past most obstacles. Spells and magic effects cannot reduce your speed, or inflict the immobilized or paralyzed conditions. You ignore difficult terrain and have advantage on all checks and saving throws to escape a grapple. You do not suffer from exhaustion due to the depth of the sea. Eroding Magic At 10th level, if a creature has succeeded on a saving throw against any of your spells since the beginning of your last turn, it suffers disadvantage against any sea spell you cast this turn and any spell attacks Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 6 you make this turn with a sea spell have advantage against it. Cyclone Stride The wind province appeals to those who refuse to be tied down. Wind mages tend to be flighty, meddling in the affairs of others. At 10th level, as a bonus action you become invisible to normal vision, darksight, blindsight, and tremorsense. Additionally, you resist slashing, bludgeoning, and piercing damage from nonmagical weapons, ignore difficult terrain, and can squeeze through openings as small as one inch. The effect lasts until you attack, cast a non-wind spell or until the end of your next turn. When you use this feature, you cannot use it again until you have completed a short or long rest. Wind Savant Ultimate Winds At 14th level, you can use your empowered waves feature twice before a short or long rest. WIND MAGE Beginning when you select this school at 2nd level, the gold and time you must spend to copy any spell from the wind province into your spellbook is halved. Wind Attunement MAGICIAN Magicians are the most common wizards of Zakhara. Each magician specializes in two provinces of magic, unlike elemental mages who focus on only one. This versatility reflects the pragmatic nature of magicians, who can be found in many strata of society. Dual Elemental Attunement At 2nd level, select another elemental province. You add those spells to your spell list. There is no restriction on which school you select, as the elemental schools of Zakhara do not oppose one another. You add one additional spell of each elemental province to your spell book. When you add your proficiency bonus to an Intelligence check related to the elemental plane corresponding to either of your two provinces or creatures from those planes, you can add double your proficiency bonus. Sa m ple Starting at 2nd level, you learn one extra first-level spell from the sea province and whenever you have at least two wind spells prepared you can prepare a bonus wind spell of a level you can cast. You cannot learn spells from the flame, sand, or sea provinces. You gain proficiency in one weapon: the blowgun, light crossbow, or shortbow. You also gain proficiency in the disguise kit, the Primordial language (Auran), a musical instrument, or vehicles (sea)†. Whenever you add your proficiency bonus to ability checks related to the weather, areal creatures, sailing, balancing, climbing, being knocked prone, or the elemental plane of air, you can add double your proficiency bonus. At 14th level, you can use your empowered winds feature twice before a short or long rest. file Ultimate Waves Empowered Element When you expend a spell slot to cast a wind spell and the spell has a different effect for casting the spell with a higher level slot, you may treat the spell as though it were cast with a slot of one level higher. Once you use this feature you cannot use it again until you finish a short or long rest. Lingering Gale At 6th level, when you cease concentrating on a wind spell, the effect persists until the end of your next turn. Once you use this feature, you cannot use it again until you complete a short or long rest. Dual Element Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy any spell from either of your elemental provinces into your spellbook is halved. Dual Element Mastery At 2nd level, you learn two additional cantrips, one from each of your elemental provinces. Province Specialization At 6th level, you gain one of the 6th level features from the elemental mage tradition corresponding to one of your two provinces. † The DM may allow a Vehicles (Air) proficiency if it fits the cam-‐ paign. Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 7 Improved Province Specialization At 10th level, you gain one of the 6th or 10th level features from the elemental mage tradition corresponding to the elemental province you did not select from your Province Specialization feature. Empowered Element At 14th level, when you expend a spell slot to cast a spell of one of your two elemental provinces and the spell has a different effect for casting the spell with a higher level slot, you may treat the spell as though it were cast with a slot of one level higher. Once you use this feature you cannot use it again until you finish a short or long resst. ple As a magician, you can choose from the powers of other elemental mages, but think carefully about whether those powers work best when you focus on one element as primary or function without being reliant on spells of one elemental province. You might also plan ahead and choose the two features that best suit your character. file Province Specialization Choices New Spells Sa m Zakharan mages have developed a large number of spells based on their elemental provinces, particularly in their universities in Golden Huzuz, Qadib, and Rog’osto. These spells appear in their respective elemental province spell list. Alter Normal Winds (Wind) 1st-level transmutation Casting time: 1 action Range: 60 feet Components: V, S, M (a small, silver tube) Duration: Concentration, up to 1 hour. You can alter the winds in 10-foot radius around yourself in one of three ways, chosen when you cast this spell. First, you can create a light breeze in calm conditions (including indoors or underground) that will disperse most lingering effects of gas, fog, or dust in the radius. Your light breeze may also allow a small vessel with sails to move. You can determine the direction of the wind when you cast the spell. Second, you can reduce a light breeze to calm conditions, which may prevent a vessel with sails from moving. Third, you can reduce a strong wind to a light breeze, mitigating the effect of storms and other dangerous conditions. The DM may wish to roll on the weather table in chapter 5 of the Dungeon Master’s Guide to determine weather conditions at any point in time. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 10 feet per slot level above 1st. Banish Dazzle (Flame) 2nd-level divination Casting time: 1 action Range: Touch Components: V, S, M (a shard of glass or clear crystal) Duration: 8 hours You clear the vision of one target creature, allowing it to see despite bright lights. One target creature cannot be blinded by bright lights and suffers no other effects of being in bright light (including the sunlight sensitivity suffered by some races). In addition, the Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 8 target can see through natural mirages and visual illusions created by spells of 1st-level or lower. If the target was already blinded due to bright light, the effect is removed. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one extra creature for each slot level above 2nd. Brand (Flame) 1st-level evocation (ritual) ple You sear one sigil or word of up to seven characters onto one surface you touch (wood, metal, stone, or flesh). Your mark can’t be dispelled or erased, but may be removable by normal means. If the target is a living creature, the spell deals 1d6 fire damage unless the target makes a Constitution saving throw to avoid the damage and branding effect. A lesser restoration, greater restoration, heal or life water spell can be used to remove the brand from a living creature. m Burning Sands (Sand) 1st-level transmutation (ritual) file Casting time: 1 action Range: Touch Components: V, S Duration: Instantaneous Sa Casting time: 1 action Range: Touch Components: V, M (a handful of sand or soil) Duration: 24 hours You imbue a handful of sand or dirt with the essence of oil. The sand appears normal in every way, but it functions as lantern oil, which burns for one hour. Your burning sand can be tossed as an improvised weapon (like alchemist’s fire) on a burning creature as an attack (or tossed and lit separately), dealing an 1d4 fire damage at the start of a burning creature’s turn which can be extinguished with a Dexterity check (the difficulty equals your spellcasting DC). Alternately, one application of this spell creates enough burning sand for a small campfire which burns for 30 minutes. When used as a campfire, burning sand cannot be extinguished except by total immersion in water or supernatural means. You may only have one application of this spell active at a time, casting it a second time (including as a ritual) neutralizes the first casting. Cleanse or Pollute Water (Sea) 8th-level transmutation Casting time: 1 action Range: Touch Components: V, S, M (a bit of sand mixed with blood) Duration: Instantaneous You cleanse or pollute water in a single body or container, up to a 50-foot cube. When you cleanse a body of water that is smaller than a 50-foot cube, it is pure and drinkable. If, however, you cleanse an entire body of water with a tainted inflow, it will remain clean for one day. If you cleanse a body of water larger than a 50-foot cube, the cleansed portion will stay fresh for 1 hour if there is no current or inflow, or 10 minutes if there is a current or tainted inflow. Multiple castings may be able to treat a larger area, such as an entire oasis, cistern, or well. When you pollute the water, it becomes acrid and vile. Any creatures ingesting the water or breathing the water (i.e. most aquatic creatures in the water) must make a Constitution saving throw or take 3d6 Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 9 poison damage and be poisoned for 24 hours. Each hour a creature poisoned from this water must make another Constitution saving throw or take 1d12 damage. A creature poisoned by this spell is no longer poisoned after three successful saving throws. A polluted part of a body of water disperses at the same rate that purified water does. and lightning, except it can only produce one thunder or thunderclap effect for each full 10 days that it was in place before the staff loses its potency. The staff ceases to have any magic after the 60th day. Once the staff’s magic is discharged or expires, the staff can be enchanted. Create Shade (Sand) 6th-level evocation Casting time: 1 action Range: Self Components: V, S, M (a clear glass) Duration: Concentration, up to 1 hour Casting time: 1 action Range: 120 feet Components: V, S Duration: 12 hours Sa m ple You transform one patch of natural ground (e.g. a beach or park, not city streets or the deck of a ship) into a shaded area. The patch may be any shape as long as it fits within a 100-foot by 100-foot cube. There is no obvious source of the shade, but the temperature in the area is cool and the light is not otherwise dimmed. Those in the area do not suffer from ill effects of the sun (whether dehydration, sunlight sensitivity, or effects of excessive heat caused by sun exposure). Any creature taking a short rest in your shade recovers from one level of exhaustion caused by heat or the sun, while a creature taking a long rest in your shade recovers from all levels of exhaustion that were caused by heat or the sun. At Higher Levels. When you cast this spell using an 8th level spell slot, the duration increases to one week. When you cast this spell using a 9th level spell slot, the duration increases to one month. This spell, somewhat misnamed, allows you to control the current in a body of water, moving objects within 120 feet. While you are concentrating on this spell, you can use your action to control objects or creatures in the water. As an action, you can enable any ship within range to move at its maximum speed until the beginning of your next turn, regardless of weather conditions. As an action, you can reduce a ship’s movement by half until the beginning of your next turn, regardless of weather conditions. As an action, you can cause an unattended, floating object to move up to 60 feet along the surface of the water. As an action, you can cause one swimming or submerged creature to move up to 30 feet (including dragging them underwater) unless the creature succeeds at a strength saving throw. As an action, you can cause an unattended object (up to 200 pounds) that is under the water to move up to 30 feet. file 7th-level transmutation Command Water Spirits (Sea) Create Soundstaff (Wind) 7th-level transmutation Casting time: 10 minutes Range: Touch Components: V, S, M (a dark wooden staff with a blue stone at its tip worth 300gp) Duration: 60 days You fix a staff into the ground, which absorbs ambient noise within 300 feet. This creates an area of tranquility surrounding the staff for up to 60 days. All thunder attacks within 300 feet of the staff are made with disadvantage and saving throws against thunder are made with advantage; all creatures within 300 feet of the staff resist thunder damage. The spell ceases to function if the staff is moved before the 30th day. If the staff is removed after the 30th day, it functions as a limited staff of thunder Cone of Teeth (Sea) 3rd-level evocation Casting time: 1 action Range: Self (40-foot cone) Components: V, M (a shark’s tooth) Duration: Instantaneous You shape water into thin blades as sharp as a shark’s teeth and grind your enemies in your watery maw. The water extends in a 40-foot cone, dealing 8d6 slashing damage unless the target succeeds at a Constitution saving throw for half damage. The spell leaves a bit of water on the ground (and often blood too), and extinguishes candles and other small flames. When used against fire elementals or other creatures that take damage from water, the spell Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 10 deals additional damage equal to your spellcasting modifier. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Converse with Sea Creatures (Sea) 3rd level divination (ritual) Casting time: 1 action Range: Self (40-foot radius) Components: V, S, M (a small trumpet made of shell) Duration: 10 minutes derstand creatures that are underwater with you, otherwise you have no problems communicating with creatures underwater while you are above water. As with the speak with animals spell, many beasts, magical beasts, and elementals have limited intelligence and limited ability to relate information. This spell grants no special ability to deceive, intimidate, or persuade sea creatures above and beyond your natural ability to do so. Cool Strength (Sea) 1st-level transmutation (ritual) You summon the cooling strength of the sea, which prevents exhaustion and sunburn. While the spell is in effect you cannot suffer from exhaustion from exposure to the sun, extreme heat, or extreme cold (such as frigid water). Even sea creatures that must normally be submerged in water can survive the heat of the sun, assuming they can breathe. This spell has no deleterious effect on fire elementals or other fire creatures. No creature can benefit from cool strength two days in a row. At Higher Levels. When you cast this spell with a spell slot of 6th level or higher, you can affect a creature that was affected by cool strength the previous day. Sa m ple file You gain the ability to comprehend and verbally communicate with beasts, magical beasts, dragons, elementals, and fey which dwell in or near the sea. If you can breathe underwater, you can speak and un- Casting time: 1 action Range: Touch Components: V, S, M (a pinch of sand, a drop of water and blood) Duration: 24 hours Deathsmoke (Wind) Necromancy Cantrip Casting Time: 1 action Range: 30 feet Components: V, S, M (a clear glass bead) Duration: 1 round You cause a cloud of noxious black smoke to fill a 5foot cube that obscures anything in or beyond the cloud. Any creature that is in the cube or moves through the cloud must make a Constitution saving throw. Those who fail take 1d6 necrotic damage. The cloud disperses at the beginning of your next turn or if it is exposed to a magical breeze. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 11 Depth Warning (Sea) Detect Metals and Minerals (Sand) 2nd-level divination 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a clear glass bead) Duration: 8 hours Casting Time: 1 action Range: Self Components: V, S, M (a bit of the material sought) Duration: Concentration, up to 10 minutes For the duration of the spell, you can determine the approximate depth of any area of water that you can see within 120 feet of you. Additionally, you know if there are any large or larger creatures or obstacles (such as icebergs, reefs, or dragon turtles) underwater within 120 feet of you. If you spend your action, you can pinpoint the creature’s or object’s location and size. For the duration, you can sense the presence and location of a single type of ore or mineral deposit within 30 feet of you. The spell can penetrate most barriers, but it is blocked by 3 feet of wood. 5th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a handful of sand or soil) Duration: Instantaneous Casting Time: 1 action Range: 90 feet Components: V, S, M (a handful of sand or dust) Duration: Concentration, up to 1 hour You call up a huge cloud of dust, creating an area that is heavily obscured. As an action, you can move the cloud up to 30 feet. This cloud lasts for one round after concentration is broken, and can be dispersed by a light breeze. The cloud’s maximum area can fill a 10-foot radius sphere, but you can choose its shape: a wall of dust, amorphous cloud, castle, grinning human face, etc. You cannot change the shape of the cloud once it is created. After the spell ends, this spell leaves a thin layer of dust and sand in the area. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cloud’s maximum radius increases by 10 feet for each spell slot level above 1st. Sa m ple You call up a fist or tentacle from the ground to slam your enemies. Make a melee spell attack against a creature or object in range. If you target an object, you have advantage on the attack. On a hit, the target takes 10d12 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. 1st-level conjuration file Desert Fist (Sand) Dust Curtain (Sand) What is an “elemental creature”? The original materials are just as vague. There’s no obvious great answer to just which type of creature is a flame creature. A flame creature is generally any beast or monstrosity that has natural fire attack (e.g. fire breath) and/or resistance or immunity to the fire damage. A sea creature generally can breathe water and has a better swim speed than land speed. This includes creatures polymorphed into an elemental creature, but not shapeshifters taking the form of an elemental creature. There’s still some leeway: the DM might declare red dragons or fire giants to be flame creatures. That’s fine. Its probably not broken to call fire genasi flame creatures or merfolk sea creatures, a party of them might get crazy though. Enhance or Quench Flame Creature (Flame) 4th-level transmutation Casting Time: 1 action Range: 90 feet Components: V, S, M (a rag steeped in pitch) Duration: Concentration, up to 10 minutes You enhance or quench the elemental power of one flame creature. You can target one elemental creature from the plane of fire or another fire creature. Creature shapeshifted or polymorphed into a fire creature which is not an elemental are unaffected by this spell, though you learn they are not true flame creatures. You may choose to enhance or diminish the creature when you cast the spell. Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 12 The creature’s speed decreases by 10 feet At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may target one additional creature for every spell slot level higher than 4th. • Fiery Fists (Flame) 3rd-level transmutation Casting Time: 1 bonus action Range: Self Components: V, S, M (a lump of coal) Duration: 1 minute Your hands burst into flames that emit noxious smoke and shed light as torches. While the spell is active, you may use your action to make a melee spell attack against one adjacent creature. Creatures hit by your touch take 4d6 fire damage and must make a Constitution saving throw against your spellcasting DC or be poisoned until the end of your next turn. At Higher Levels. When you cast the spell using a slot of 5th level or higher, you may make two attacks when you use your action to make a melee spell attack with your fiery fists. ple file If you enhance the target, it gains the following effects: • The creature gains advantage on all attack rolls and strength checks • The creature deals an additional 1d6 damage with each attack • The creature gains 10 temporary hit points • The creature’s speed increases by 10 feet If you quench the target, it must make a constitution saving throw or suffer the following effects: • The creature has disadvantage on all attack rolls and strength checks • The each attack deals less damage equal to your spellcasting ability modifier Sa m Fire Burst (Flame) 1st-level transmutation Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: Instantaneous You make a non-magical flame (equivalent to a candle, torch or campfire) erupt in an arrow, firing at a creature within 5 feet before extinguishing itself. You extinguish the target flame and the creature must make a Dexterity saving throw. If your target was a candle, the creature takes 2d4 damage on a failed saving throw. If your target was a torch, the creature takes 2d6 damage on a failed saving throw. If your target was a campfire (up to a 5-foot cube of flame), the creature takes 2d8 damage on a failed saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional die of damage for each slot level above 1st. Fire Truth (Flame) 1st-level divination Casting Time: 1 minute Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 13 Casting Time: 1 bonus action Range: Touch Components: V, S, M (a bit of cork) Duration: 1 hour You summon the truth from one nearby creature which fuels the fire of a special candle constructed from desert beeswax. You must question the target, who does not get a saving throw. If the target replies with an intentional half-truth, the flame sputters. If the target intentionally lies, the flame goes out and the spell ends. The spell lasts for 10 rounds or 10 questions or until the flame goes out. This spell does not compel the target to answer any questions, and can be foiled by other magical effects. At Higher Levels. If you cast this spell using a slot of 3rd level or higher, the spell counts as a necromancy spell as well; any untruth causes 1d6 fire damage (the victim may make a Constitution saving throw for half damage) and a lie causes 2d6 fire damage (Constitution saving throw for half damage). If you cast this spell using a slot of 5th level or higher, the definition of truth is now subjective to what you believe; any untruth causes 1d12 fire damage (Constitution saving throw for half damage) and a lie causes 2d12 fire damage (Constitution saving throw for half damage). You cause one target creature (Large-sized or smaller) or object (up to 100 pounds) to float in water, or similar liquids, for the duration. Objects under the effect of this spell automatically ascend 50 feet per round until they reach the surface of the water. Creatures affected by this spell may optionally ascend 50 feet each turn without needing to move. The magic of this spell prevents any ill affects from the ascent. If the target is a creature it has no trouble breathing while floating unless it is being forcibly held below the water. Any attempt to drag a creature or object affected by this spell underwater suffers disadvantage, likewise creatures affected by this spell have advantage when trying to escape a grapple underwater. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may target one additional object or creature for each spell slot level above 1st. If you cast this spell using a spell slot of 3rd level or higher, you can target huge creatures or objects up to 400 pounds. If you cast this spell using a spell slot of 5th level or higher, you may target gargantuan creatures or objects up to 1,000 pounds. Casting Time: 1 action Range: Touch Components: V, S, M (a bit of wax) Duration: Concentration, up to 1 hour ple m 6th-level abjuration Sa Flameproof (Flame) You touch a creature or item and imbue them with the strength to withstand any flame. The target is immune to fire damage and is not affected by any deleterious effects caused by fire, heat, or the sun. Float (Sea) 1st-level transmutation file Range: 30 feet Components: V, S, M (a rare candle costing at least 100gp, which the spell consumes) Duration: Concentration, up to 1 minute Flying Jambiya (Wind) Transmutation cantrip Casting Time: 1 bonus action Range: Touch Components: V, S, M (a dagger) Duration: 1 minute You toss a dagger into the air and it is borne aloft by the winds. For the duration of the spell, the dagger hovers and you may use your action to make a ranged weapon attack with the dagger against a target creature or object within 60 feet of you. When you do so, you may use your spellcasting ability in place of your Strength or Dexterity for the attack and damage roll. The dagger’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Ghost Rigging (Wind) 4th-level conjuration Casting Time: 1 action Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 14 Range: 120 feet Components: V, S, M (a bit of canvas and string) Duration: 8 hours You conjure ghostly rigging to outfit one ship. The rigging functions as normal, except that it produces dim lighting and may contain any symbol or seal you wish as decoration. The rigging fits the ship, producing the correct number of masts and sails needed to allow the ship to move normally. Fire, blades, and anything that can damage normal rigging also damage the ghostly rigging conjured with this spell. While the spell is in effect, you can apply your proficiency bonus to all checks related to manning and maneuvering the ship you’ve outfitted with your ghostly rigging. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration increases by 8 hours per spell slot level higher than 4th. You enchant up to one gallon of liquid to produce wondrous healing effects. By applying the water to a creature over one minute, you can produce all of the following effects: • End one effect that has reduced the creature’s Strength, Constitution, or Dexterity • Reduce the creature’s exhaustion to zero • End one disease afflicting the creature, including magical diseases • End one poison effect the creature is suffering from • Regrow a severed limb or missing organ • Restore up to 75 hit points and up to 5 spent hit dice You can only create one application of water per casting, which is consumed once used. The water loses its potency after 24 hours. Liquid Earth (Sand) 4th-level transmutation Heatwave (Flame) ple m Casting Time: 1 action Range: 120 feet Components: V, S, M (a folding fan and drop of mercury) Duration: Concentration, up to 1 minute Sa You create an area of shimmering heat in a 20-foot radius centered on any point within range. Anyone other than you who is within the area or ends their turn within the area must succeed on a Constitution saving throw or take 8d4 points of fire damage. Those who succeed suffer half damage. Any creature within the area is protected by a displacement effect due to the heat. All attacks against a creature within the area that rely on vision suffer disadvantage. Creatures within the area are also resistant to cold damage. Spells of third level or less which create ice do not function within the area. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 per slot level above 4th. Life Water (Sea) 9th-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (one gallon of liquid) Duration: 24 hours Casting Time: 1 action Range: Self Components: V, M (a bent tube of nickel costing 100gp) Duration: Concentration, up to 10 minutes file 4th-level evocation You can burrow through nonmagical, unworked earth and stone at your normal speed. While burrowing, you cannot be tracked except by magical means nor can any creatures follow you; you do not disturb the sand or earth that you burrow through. If you have not ceased to burrow when the spell ends, you are forcibly ejected to nearest inhabitable space and take 5d4 damage. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you can target one additional creature that you can touch per spell slot level above 4th. Mirage Wall (Wind) 4th-level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (an eyelash, a pinch of sand, and a drop of sweat) Duration: 1 hour You create a wall that is up to 100 feet long and 50 feet high. The wall appears to show any scene you desire, but is otherwise entirely permeable. The scene appears realistic and three-dimensional, concealing whatever is behind with the image the wall dis- Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 15 Pillar of Sand (Sand) 2nd-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (sand, dust, or silt) Duration: Concentration, up to 10 minutes Sand Blade (Sand) Transmutation cantrip Casting Time: 1 bonus action Range: Touch Components: V, S, M (sand, dust, or silt) Duration: 1 minute You gather the sand and dust around you into a bladed weapon. You can create a dagger, shortsword, or scimitar. For the duration of the spell, you can use your spellcasting ability instead of Strength for the weapon’s attack and damage rolls of melee or ranged attacks with that weapon. The weapon counts as a magical weapon. You can use all the special properties of the weapon, including the thrown property. You are considered proficient with the weapon when you wield it. Anyone else who uses the weapon must use Strength (or Dexterity) as normal. You may only have up to three applications of this spell active at a time, if you cast it a fourth time the earliest created weapon dissolves into sand. You may also convert the weapon back to dust and sand as a free action on your turn or a reaction to an attack (before damage is dealt) when it is not your turn. The blade you create may be a longsword or rapier when you reach 5th level. When you reach 11th level you may make an additional attack with your sand blade as a bonus action after taking the Attack action. When you reach 17th level, the blade you create can be a greatsword or glaive. Sa m ple You cause the sand or soil to form a pillar 20 feet wide and 10 feet high. You can only cast this spell in an area with large amounts of sand, gravel, mud, or loose earth, and is generally useless in cities, areas of heavy plant growth, or barren stony environments (such as most dungeons). Any creature on top of the pillar can make a Dexterity saving throw to move free when the pillar is created. As an action, you can raise the pillar another 10 feet (to a maximum of 30 feet or until it hits solid barrier it cannot lift), assuming there is enough sand, gravel, or loose earth within 100 feet to raise the column. The pillar has an AC of 14, 50 hit points, and is immune to necrotic, poison, psychic, and radiant damage and all conditions. The pillar’s maximum duration is reduced to 1 minute if it is created in an area of flowing or moving water. The pillar can burst through flimsy barriers such as tent ceilings or a thatched roof, but not solid barriers such as a wood or stone ceiling. The pillar does not damage creatures that are pinned to a ceiling or other barrier, but they are considered grappled by the pillar if they do not move off before you raise it to ceiling height (use your spellcasting ability to adjudicate the grapple). The pillar leaves a large pile of sand or soil when it collapses, which disperses back to the surrounding environment over the next 24 hours. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the maximum height of the pillar increases by 20 feet per spell slot level higher than 2nd and the pillar’s hit points increase by 5 per spell slot level higher than 2nd. file plays. You may choose to have both sides of the wall display different images, or for one side to be a semitransparent image of the other side. The wall does not create or hamper sounds or scents, however. You can cause the wall to vanish as an action or bonus action, and your wall vanishes if a Small or larger living creature passes through it (though not if a projectile or smaller creature does). At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the length of the wall increases by up to 20 feet for each spell slot level higher than 4th level. Sand Form (Sand) 9th-level transmutation Casting Time: 1 minute Range: Touch Components: V, S, M (a handful of sand or soil) Duration: 24 hours You form a duplicate of yourself out of sand or loose soil. While the sand duplicate is active, your body is incapacitated, but you may act through your sand form. Your sand form has hit points equal to your maximum hit points and the same statistics as your normal form. It has none of your equipment unless you give equipment to it or find items later. Your sand form takes 1d6 damage at the start of your turn if it is immersed in running water or exposed to Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 16 heavy rains. The sand form cannot be healed by any normal means, including expending hit dice or magical healing. The sand form disintegrates if it would be sent to another plane of existence or is more than 100 miles from your body. If you sand form disintegrates, is reduced to 0 hit points, or your body suffers damage, your consciousness returns to your own body and you are no longer incapacitated. Sand Tools (Sand) Transmutation cantrip Casting Time: 1 action Range: Touch Components: V, S, M (a handful of sand or soil) Duration: Concentration, up to 8 hours You form a handful of sand or loose soil into a set of tools. The tools must include the word tools or utensils in its name (e.g. not supplies or kit). 2nd-level divination Casting Time: 1 action Range: Touch Components: V, S, M (eye of a sea creature) Duration: 8 hours You touch a willing creature to grant it the ability to see through water. For the duration, that creature has darkvision 60 feet while underwater, can see twice as far as the water’s visibility would normally allow, and suffers no penalties for making attacks in or into the water with a piercing or slashing weapon. In addition, the target can see through fog and mist (even magical varieties) without penalties (though without the benefits of darkvision granted by this spell). Shatterhull (Sea) 1st-level conjuration ple 5th-level evocation m Casting Time: 1 action Range: 60 feet Components: V, S, M (a lump of wax) Duration: Instantaneous Seasight (Sea) file Sand Seal (Sand) bludgeoning damage and suffers disadvantage on its next attack roll before the end of its next turn. The damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Sa You seal a doorway, window, or other opening with an opaque sandy barrier that is no more than 10 feet square. The barrier is permanent, but may be destroyed or dispelled. The barrier has AC 12 and 10 hit points, and it is immune to fire, cold, lightning, necrotic, poison, and psychic damage and all conditions. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the barrier has an additional 10 hit points per slot level used above 1st level. Sandspray (Sand) Transmutation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You cause a burst of sand to erupt in a 5-foot cylinder within range. Any creature in the area must make a Dexterity saving throw. If it fails, it takes 1d4 Casting Time: 1 action Range: Touch Components: V, S, M (eye of a sea creature) Duration: Instantaneous You rend a wooden object with magical energy. The target wooden object (whether an entire vessel or a smaller object like a door or chest) takes 10d12 damage, which bypasses any damage resistance or a ship’s damage threshold. Wooden constructs (but not living plants) can also be targeted with this spell. At Higher Levels. If you cast this spell using a slot of 6th level or higher, the object takes an additional 2d12 damage per spell slot level higher than 5th. Additionally, if the target is a ship that is not in calm waters or is moving at more than half speed, the target takes an additional 1d12 damage each hour until it is repaired. Shipshock (Sea) 5th-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a small silver nail) Duration: 1 hour Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 17 You enchant a sea vehicle (or a submerged structure made of wood or reeds) with a powerful defensive ward. The first Small or larger living creature with an Intelligence of 3 or higher to touch the submerged portion of the target discharges the spell with a bright flash visible for 500 feet. The creature must make a Constitution saving throw or take 10d6 lightning damage, or half on a successful save. All other living creatures in the water within 30 feet of the target must make a Constitution saving throw or take half damage, or no damage on a successful save. Once the spell is discharged it ends. At Higher Levels. When you cast this spell with a spell slot of 6th level or higher, the damage increases by 1d6 per slot level above 5th. Stonehull (Sea) 3rd-level transmutation Components: V, S, M (a bit of pumice) Duration: 1 hour You strengthen the hull of a ship to resist damage from other ships, ramming attacks, or sea creatures. You repair 2d12 damage to a ship’s hull, reverse any spell effects of 3rd level or lower that impair the ship’s seaworthiness, and increasing the ship’s damage threshold by 20 for the duration of the spell. For the duration of the spell, the ship’s movement is halved, however. You can cancel this spell as an action or bonus action on your turn. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you repair an additional 1d12 points of damage for each spell slot level above 3rd and you cancel lingering spell affects of that slot’s level or lower. Strengthen or Weaken Sea Creature (Sea) Casting Time: 1 action Range: Touch 4th-level transmutation file Casting Time: 1 action Range: 90 feet Components: V, S, M (a glass of water) Duration: Concentration, up to 10 minutes Sa m ple You strengthen or weaken the elemental power of one sea creature. You can target one elemental creature from the plane of water or another sea creature (generally a beast or monstrosity that has can breathe water, dwells in or around the sea, or includes the word water or sea in its name). Creature shapeshifted or polymorphed into a sea creature which is not an elemental are unaffected by this spell, though you learn they are not true sea creatures. You may choose to strengthen or weaken the creature when you cast the spell. If you strength the target, it gains the following effects: • The creature gains advantage on all attack rolls and strength ability checks • The creature deals an additional 1d6 damage with each attack • The creature gains 10 temporary hit points • The creature’s speed increases by 10 feet If you weaken the target, it must make a constitution saving throw or suffer the following effects: • The creature has disadvantage on all attack rolls and strength ability checks • The each attack deals less damage equal to your spellcasting ability modifier • The creature’s speed decreases by 10 feet Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 18 At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may target one additional creature for every spell slot level higher than 4th. Summon Flame Dragons (Flame) 7th-level evocation Casting Time: 1 action Range: Self (60-foot radius) Components: V, S, M (a cup) Duration: Concentration, up to 1 minute You call forth up to 5 small gouts of flame, which you can use to attack your enemies. For the duration of the spell, you fill a 60-foot radius with dim light as these “flame dragons” flit around at random. You can use your action to attack with these “flame dragons”. As an action, make up to 5 melee spell attacks against creatures within range; no more than two attacks against any given creature. On a hit, you deal 4d8 fire damage to the target. 4th-level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a small quartz crystal) Duration: Concentration, up to 1 hour You target one item or creature as the focus of an illusion, you then select one or more items or creatures to multiply, so long as they fit within a 30-foot radius. The images are centered on your chosen focal point and move with it, so a group of 5 camels can be made to look like 50, or one lone warrior can appear as a small army. If one or more of the items or creatures being multiplied leaves the spell’s radius, that object or creature emerges from the illusion and its duplicates disappear. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the radius of the spell increases by 10 feet per slot level above 4th. Sa m ple 7th-level evocation Casting Time: 1 action Range: Self (90-foot radius) Components: V, S, M (a cup) Duration: Concentration, up to 1 minute Sunwarp (Flame) file Summon Wind Dragons (Wind) living creature must succeed on a Wisdom saving throw or be blinded for the duration of the spell. It may repeat the save at the end of each of its turns. Creatures sensitive to sunlight suffer 2d4 points of psychic damage for each failed save. Undead targeted by the spell are not blinded, but suffer disadvantage on attack rolls and attacks against them gain advantage until they save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may target one additional creature for every spell slot level higher than 2nd. You call forth up to 10 small whirlwinds, which you can use to attack your enemies. For the duration of the spell, you can use your action to attack these “wind dragons”. As an action, make up to 10 ranged spell attacks with no more than two attacks against any given creature. On a hit, you deal 2d6 bludgeoning damage to the target. Creatures hit by your wind dragons suffer disadvantage on concentration checks they make due to this damage. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the damage on a successful hit increases by 1d6 per slot level above 6th. Sundazzle (Fire) 2nd-level evocation Casting time: 1 action Range: 60 feet Components: V, S, M (a small glob of sweet gum) Duration: 1 minute You fire radiant globes of light at the eyes of one living creature that has eyes or one undead creature. You cannot cast this spell in dim light or darkness. A Waterbane (Sea) 1st-level abjuration (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a bit of wax and paper) Duration: 24 hours You ward a target against the mere presence of water. The target creature or object cannot get wet for the duration of the spell. Both fresh water and saltwater simply roll off the object or creature. The target takes no penalties to Wisdom (Perception) checks due to being splashed or wet. This spell provides no protection, however, from the force of a blast of water or from acids or poisons. Unwilling recipients can make a constitution saving throw to avoid the effect. Affected creatures have disadvantage on saving throws to avoid dehydration Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 19 Unleash Monolith (Flame, Sand Sea, Wind) 8th-level conjuration Casting Time: 10 minutes Range: 120 feet Components: V, S, M (varies) Duration: Concentration, up to 4 hours 1st-level transmutation (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pinch of dust mixed with spit) Duration: 24 hours You point in a direction of your choice and create a faint sound of wind in your ear. You can hear the velocity of the wind and always find the direction you chose when the spell was first cast. Very loud noises may obscure your sense of direction, but normal conversations do not. Wind Blade (Wind) 4th-level evocation Casting Time: 1 bonus action Range: Self Components: V, S Duration: 1 minute You call forth an invisible blade of wind that extends from your arm. For the duration of this spell you may use your action to make a melee spell attack against all creatures in a 15-foot line with advantage. The spell deals 3d12 bludgeoning damage on a successful hit and you can push the target 10 feet or knock it prone. On a miss, the target takes half damage. On a natural roll of 18, 19 or 20 on the attack, you can push the target 10 feet and knock it prone. Additionally, as an action or part of the attack, you may disperse fog, mist, dust, and the like within the line. At Higher Levels. When you cast this spell using a 5th level slot or higher, the attack deals an additional 1d12 bludgeoning damage per slot level used above 4th. Sa m ple You summon a gargantuan elemental from the outskirts of the elemental planes known as an elemental monolith (see appendix B), which proceeds to destroy everything it sees. You can only cast this spell in an area with a natural abundance of the element corresponding to the type of monolith called (at least a 20foot cube of the element: strong breezes for an air elemental, a fire from a small burning building for a fire elemental, a large oasis or small lake for a water monolith, or a large stretch of desert or unworked soil) for an earth monolith. You cannot control the elemental monolith, but it has disadvantage on all attacks made against you. Most casters flee upon casting this spell. Summoning an elemental monolith is taxing: you take 15 points of damage and lose 5 hit dice when you cast this spell. You can regain these as normal with rest or magical healing. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the casting time is reduced to 1 minute and the monolith remains for 10 minutes after you cease concentrating on this spell. Wind Compass (Wind) file effects while the spell lasts. Creatures that can only breathe water suffer one level of exhaustion while affected by this spell. Wind Carpet (Wind) 5th-level evocation Casting Time: 1 action Range: Touch Components: V, S, M (a scrap of cloth) Duration: 1 hour You call forth a 3 ft. × 5 ft. carpet of flying (see DMG page 157) made of glowing force that only the target can control. The carpet emits dim light in a 10-foot radius. You can dismiss the spell as a free action on your turn or as a reaction. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you may increase the carpet’s dimensions up to 4 ft. × 6 ft. using a 6th level slot, 5 ft. × 7 ft. using a 7th level slot, or 6 ft. × 9 ft. using an 8th level slot. Wall Against Noise (Wind) 2nd-level transmutation (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a feather) Duration: 1 hour You still the air, creating a barrier to prevent sound from passing. The wall is up to 30 feet wide and 30 feet tall, but only one inch thick. Noise and thunder attacks do not pass through the wall. This spell does not prevent noises on either side of the barrier, so Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 20 spellcasting, for example, is still possible. If the wall stops a spell of third level or higher from passing through, the wall is destroyed. Water Blast (Sea) Evocation cantrip Casting Time: 1 action Range: 30 feet Components: V, S, M (A container of water) Duration: Instantaneous Waves of Sand (Sand) 5th-level transmutation (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 hour m Sa 7th-level transmutation Casting Time: 1 minute Range: Touch Components: V, S Duration: Concentration, up to 8 hours file The sand and soil beneath one object you touch (up to 10 feet long and 5 feet wide) begins to flow like the sea. You move the object along at a rate of 30 feet with a mental command. You can carry the object across up to 10 feet of solid surface, like worked stone, but no further. The spell ends if you stop the vehicle for more than one round. Elemental Faction ple You create a blast of water that pummels one target creature. The target must make a Dexterity saving throw or take 1d6 bludgeoning damage and suffers disadvantage on its next attack roll. Against firebased creatures this spell’s damage die increases to 1d12. You create the same kind of water as the material component, or freshwater if no component is used. If the component is holy water, a) the damage die increases to a d12 against undead or fiends, b) the damage is radiant, and c) a hit deals an additional 1d12 damage and half damage on a miss. The spell’s damage increases by one die when you reach 5th level (e.g. 2d6), 11th level (e.g. 3d6), and 17th level (e.g. 4d6). Water Form (Sea) revert from humanoid shape to a puddle. While in humanoid form you can talk, attack, cast spells, etc., though you are visible unless completely immersed in water. At Higher Levels. When you cast this spell with a spell slot of 8th level or higher, your watery form gains an additional 20 hit points per slot level used over 7th. You turn into an amorphous puddle of water that resembles an ooze. Your water form uses all of your ability scores, but has 40 hit points and AC 13 + your Dexterity modifier. You revert back to your original form if reduced to 0 hit points. While in water form you are invisible if you are in water (whether a body of water, a puddle, or a wet surface), you gain resistance to slashing, bludgeoning, and piercing damage, you are immune to cold damage and the prone condition, and are restrained until the end of your next turn if you would take cold damage. You may squeeze through tiny openings as small as one inch without penalty. You retain your normal vision and speed, but gain a swim speed equal to your normal movement. You may not attack or cast spells as an amorphous puddle of water. As an action, however, you may cause your watery form to become humanoid, which resembles your normal shape, or Though it is widely assumed that elemental mages congregate into arcane societies, only the Brotherhood of True Flame has gathered a large following. The Cult of Sand, Servitors of the Zephyr, and the Sea’s Children are such organizations, but they remain small alliances of mages, consisting of 20 to 200 members at most. The Brotherhood of True Flame, however, is a massive organization of over 2000 wizards which spans the continent of Zakhara, and has begun making inroads into the continent of Faerûn. Brotherhood of True Flame The Brotherhood of True Flame is an expansive group of like-minded mages and auxiliaries who seek power through fire magic. Where other arcane societies count their members in the dozens, the Brotherhood of True Flame counts dozens of members in each city of Zakhara, as well as many of outposts in and outside of the Land of Fate. In the burning land of Zakhara, the Brotherhood is a mistrusted group of flame mages, but elsewhere the Brotherhood is little known. The Brotherhood’s members seek magic, lore, and the allegiance of flame mages and fire creatures they encounter. Some are pressed into service against their will or better Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 21 About the Author Thomas Schlüter has spent the most of the past 5 years in and out of the Middle East and North Africa, working in a type of real-world wizard’s guild. He can be contacted at tom.of.vile.darkness@gmail.com or @thomas_schluter. About the Art The public domain art use in this work comes from two sources: The Arabian Nights Entertainments (1898) and Stories from the Arabian Nights (1907) Further Inspiration file If you are interested in running a D&D campaign set in the southern continent of Zakhara, you should consider picking up both the Al-Qadim: Arabian Adventures book and the Al-Qadim: Land of Fate boxed set (both available on the Dungeon Master’s Guild). The absolute best and most readable translations of the Arabian Nights are those translated by Hussain Haddawy: The Arabian Nights and Sindbad and Other Stories from the Arabian Nights. Sa m ple judgment. There are rumors occasionally that the upper echelons of the brotherhood have some relationship to a savage god of fire, and that the Brotherhood has the services of devoted warriors, spies, and assassins, but few members of the Brotherhood outside of Zakhara give much credence to these tales. The Brotherhood has sent many idealistic members to Faerûn to recruit those who practice fire magics and gain more arcane knowledge. The brotherhood does not simply recruit flame mages or pyromancers, however, but any allied folk they can find who understand the power of flame magic. While most see the brotherhood as simply like-minded and perhaps a little power hungry, who would turn down allies who share the same passions? While the brotherhood’s members primarily consist of wizards, the brotherhood makes no distinction between sorcerers, warlocks, and wizards. Many members, particularly in Faerûn, have draconic heritage or have made pacts with fiends. Fighters and rogues as well occasionally learn elemental magics and join the brotherhood, using their martial techniques and cunning trickery to benefit the society. Clerics who worship deities of the sun or fire are particularly welcome, though rare within the Brotherhood and almost unheard of in Zakhara. A fighter or rogue in the Brotherhood may be hired to defend a wizard or reclaim some lost artifact. A bard may keep tabs on local authorities and report their movements. A wizard might be tasked with proving the superiority of flame magic, or stealing the secrets of a rival organization. The Brotherhood is particularly interested in gaining knowledge of the temples of Kossuth, and other deities related to sun and fire, including Horus-Re and Amaunator. Members of the Brotherhood in Faerûn are often left to their own devices, but only because the Brotherhood cannot keep track of all its members scattered in the far corners of Toril. Those who bring back lore or magic that was unknown to the brotherhood are well rewarded, and those who prove the superiority of flame magic and destroy rivals are often promoted to positions of authority. “Flame, however, is the most potent of the four provinces; it is the only real path to true magical power.” — Badiyah al-Sa’id al-Sahim, University of Flame Mages in Qadib Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 22 APPENDIX A: ZAKHARAN SPELL LIST This wizard spell list has been constructed specifically for Zakharan wizard characters. Spells marked with EE come from the Princes of the Apocalypse and the Elemental Evil Player’s Companion, SCAG from the Sword Coast Adventurer’s Guide, and EMZ from this book. Spells marked D originally come from the druid spell list and are inappropriate for Faerûnian wizards who do not specialize in one elemental province. Spells that occur in multiple provinces or affect multiple types of elements (e.g. conjure elemental) can only be used to for effects related to a province the caster can access. Control FlamesEE Create BonfireEE Dancing Lights Fire Bolt Greenflame BladeSCAG Produce FlameD Sand Province Spells Mold EarthEE Sand BladeEMZ Sand ToolsEMZ SandsprayEMZ Sea Province Spells Ray of Frost Shape WaterEE Water BlastEMZ Wind Province Spells Deathsmoke Flying JambiyaEMZ GustEE Message EMZ Wizard Spells Level 1 Absorb ElementsEE Alter Normal WindsEMZ Feather Fall Fog Cloud Wind CompassEMZ Wizard Spells Level 2 file Alter Self Arcane Lock Blindness/Deafness Blur Crown of Madness Darkness Darkvision Detect Thoughts Enlarge/Reduce Gentle Repose Hold Person Invisibility Knock Locate Object Magic Mouth Magic Weapon Melf's Acid Arrow Mirror Image Misty Step Nystul's Magic Aura Phantasmal Force Ray of Enfeeblement Rope Trick See Invisibility Shatter Spider Climb Suggestion Web ple Flame Province Spells Wind Province Spells m Acid Splash Blade Ward Chill Touch Friends FrostbiteEE Light Mage Hand Mending Minor Illusion Poison Spray Prestidigitation Shocking Grasp ThunderclapEE True Strike FloatEMZ Fog Cloud Ice KnifeEE Sa Wizard Cantrips Alarm CatapultEE Charm Person Chromatic Orb Color Spray Comprehend Languages Detect Magic Disguise Self Expeditious Retreat False Life Find Familiar Grease Identify Illusory Script Jump Longstrider Mage Armor Magic Missile Protection from Evil and Good Ray of Sickness Shield Silent Image Sleep Tasha's Hideous Laughter Tenser's Floating Disk Thunderwave Unseen Servant Witch Bolt Flame Province Spells BrandEMZ Burning Hands Fire BurstEMZ Fire TruthEMZ Sand Province Spells Burning SandEMZ Detect Metals and MineralsEMZ Earth TremorEE Sand SealEMZ Flame Province Spells Sea Province Spells Aganazzar's ScorcherEE Banish DazzleEMZ Continual Flame Cool Strength Create or Destroy WaterD EMZ Not for resale. 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Elemental Magic of Zakhara 23 Flame Blade Flaming Sphere PyrotechnicsEE Scorching Ray SundazzleEMZ Sand Province Spells Dust CurtainEMZ EarthbindEE Maximilian's Earthen GraspEE Pillar of SandEMZ Fireball Flame ArrowsEE Melf's Minute MeteorsEE Stone Shape Stoneskin Sand Province Spells Conjure Minor Elementals Control Water Ice Storm StonehullEMZ Watery SphereEE Sea Province Spells Erupting EarthEE Meld into Stone Wall of SandEE Sea Province Spells Wind Province Spells Depth WarningEMZ SeasightEMZ Snilloc's Snowball SwarmEE Cone of TeethEMZ Converse with Sea CreaturesEMZ Sleet Storm Tidal WaveEE Wall of WaterEE Water Breathing Wind Province Spells Wind Province Spells Cloud of Daggers Dust DevilEE Gust of Wind Levitate SkywriteEE Wall Agaisnt NoiseEMZ Warding WindEE Fly Gaseous Form Stinking Cloud Wind Wall Animate Objects Bigby's Hand Contact Other Plane Creation Dominate Person Dream Geas Hold Monster Legend Lore Mislead Modify Memory Planar Binding Rary's Telepathic Bond Scrying Seeming Telekinesis Teleportation Circle Wall of Force Flame Province Spells Fiery Fists EMZ file Wizard Spells Level 4 Arcane Eye Banishment Blight Confusion Dimension Door Elemental BaneEE Evard's Black Tentacles Fabricate Greater Invisibility Hallucinatory Terrain Leomund's Secret Chest Locate Creature Mordenkainen's Faithful Hound Mordenkainen's Private Sanctum Otiluke's Resilient Sphere Phantasmal Killer Polymorph Vitriolic SphereEE ple Animate Dead Bestow Curse Blink Clairvoyance Counterspell Dispel Magic Fear Feign Death Glyph of Warding Haste Hypnotic Pattern Leomund's Tiny Hut Lightning Bolt Magic Circle Major Image Nondetection Phantom Steed Protection from Energy Remove Curse Sending Slow Tongues Vampiric Touch Wizard Spells Level 5 m Wizard Spells Level 3 Conjure Minor Elementals Ghost RiggingEMZ Mirage WallEMZ Wind BladeEMZ Sa Sea Province Spells Flame Province Spells Conjure Elemental ImmolationEE Sand Province Spells Conjure Elemental Desert FistEMZ Passwall Transmute RockEE Wall of Stone Waves of SandEMZ Flame Province Spells Conjure Minor Elementals Fire Shield HeatwaveEMZ SunwarpEMZ Wall of Fire Sea Province Spells Conjure Elemental Cone of Cold MaelstromEE ShatterhullEMZ Sand Province Spells Conjure Minor Elementals Liquid EarthEMZ Not for resale. 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Elemental Magic of Zakhara 24 Arcane Gate Chain Lightning Circle of Death Contingency Create Undead Disintegrate Drawmij's Instant Summons Eyebite Flesh to Stone Globe of Invulnerability Guards and Wards Magic Jar Mass Suggestion Otto's Irresistible Dance Programmed Illusion Sunbeam True Seeing Flame Province Spells FlameproofEMZ Investiture of FlameEE Summon Flame DragonsEMZ Sand Province Spells Bones of the EarthEE Investiture of StoneEE Move Earth Sea Province Spells Command Water SpiritsEMZ Otiluke's Freezing Sphere Wall of Ice Wind Province Spells Investiture of IceEE Investiture of WindEE Summon Wind DragonsEMZ Wind WalkD Wizard Spells Level 7 Etherealness Finger of Death Forcecage Mirage Arcane Wizard Spells Level 9 Gate Imprisonment Power Word Kill Prismatic Wall Shapechange Time Stop True Polymorph Weird Wish Flame Province Spells Delayed Blast Fireball Fire StormD Flame Province Spells Meteor Swarm Sand Province Spells Create ShadeEMZ Sand Province Spells Sand FormEMZ Sea Province Spells Water FormEMZ Sea Province Spells Life WaterEMZ Wind Province Spells file Wizard Spells Level 6 Unleash MonolithEMZ Create SoundstaffEMZ WhirlwindEE Wind Province Spells Storm of VengeanceD Wizard Spells Level 8 ple Cloudkill Conjure Elemental Control WindsEE Wind CarpetEMZ Wind Province Spells Antimagic Field Antipathy/Sympathy Clone Demiplane Dominate Monster Feeblemind Maze Mind Blank Power Word Stun Telepathy Trap the Soul m Wind Province Spells Mordenkainen's Magnificent Mansion Mordenkainen's Sword Plane Shift Prismatic Spray Project Image Reverse Gravity Sequester Simulacrum Symbol Teleport Sa ShipshockEMZ Flame Province Spells Incendiary Cloud Sunburst Unleash MonolithEMZ Sand Province Spells EarthquakeD Unleash MonolithEMZ Sea Province Spells Abi-Dalzim's Horrid WiltingEE TsunamiD Unleash MonolithEMZ Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 25 APPENDIX B: ELEMENTAL MONOLITHS Air Monolith Earth Monolith Gargantuan elemental, chaotic neutral Gargantuan elemental, chaotic neutral Armor Class 16 Hit Points 180 (24d10 + 42) Speed 0 ft., fly 90 ft. (hover) Armor Class 18 Hit Points 252 (24d10 + 120) Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 22 (+6) 8 (-1) 20 (+5) 3 (-4) 10 (+0) 5 (-3) Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Auran Challenge 10 (5,900 XP) Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages Terran Challenge 10 (5,900 XP) ple Special Traits Special traits Sa m Air From: The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Actions file 16 (+3) 20 (+5) 14 (+2) 4 (-3) 10 (+0) 6 (-2) Multiattack: The elemental makes two slam attacks. Slam: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage. Earth Glide: The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Siege Monster: The elemental deals double damage to objects and structures. Actions Multiattack: The elemental makes two slam attacks. Whirlwind (Recharge 4-6): Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 29 (6d8 + 3) bludgeoning damage and is flung up 20 feet away form the elemental in a random direction and is knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 7 (2d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 14 Dexterity saving throw or takes the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. Slam: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage. Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 26 Fire Monolith Water Monolith Gargantuan elemental, chaotic neutral Gargantuan elemental, chaotic neutral Armor Class 14 Hit Points 204 (24d10 + 72) Speed 50 ft. Armor Class 15 Hit Points 228 (25d10 + 96) Speed 30 ft., swim 90 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 4 (-4) 10 (+0) 8 (-1) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Ignan Challenge 10 (5,900 XP) Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Aquan Challenge 10 (5,900 XP) Special Abilities Special Traits Water From: The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Sa m ple Fire From: The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 10 feet of it takes 11 (2d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 11 (2d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 11 (2d10) fire damage at the start of each of its turns. file 12 (+1) 17 (+3) 16 (+3) 4 (-3) 10 (+0) 7 (-2) Illumination: The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet. Water Susceptibility: For every 5 feet that elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack: The elemental makes two touch attacks. Torch: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 11 (2d10) fire damage at the start of each of its turns. Freeze: If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. Actions Multiattack: The elemental makes two slam attacks. Slam: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage. Whelm (Recharge 4-6): Each creature in the elemental's space must make a DC 17 Strength saving throw. On a failure, a target takes 23 (4d8 + 5) bludgeoning damage. If it is Huge or smaller, it is also grappled (escape DC 16. Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple two large creature or up to four Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 23 (4d8 + 5) bludgeoning damage. A creature within 5 feet of the elemental can pull out a creature or object out of it by taking an action to make a DC 16 Strength and succeeding. Not for resale. Permission granted to print or photocopy this document for personal use only. Elemental Magic of Zakhara 27