Primal Spells

Sometimes called the School of Power, the Primal School is the second of the Schools of Energy, balanced by Spirit, and concerns the most visible and tangible forces of nature itself.

This is the magic of war: Fire, ice, and lightning. Devastation. This is what the vast majority imagines when they hear the word "magic."

—From *The Four Schools: A Treatise,* by First Enchanter Josephus

## Cantrips

### Produce Flame

*Casting Time: 1 Action*

*Range: Self*

*Duration: 10 Minutes*

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

### Gust

*Casting Time: 1 Action*

*Range: 30ft*

*Duration: Instantaneous*

You seize the air and compel it to create one of the following effects at a point you can see within range:

One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.

You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

### Lightning Lure

*Casting Time: 1 action*

*Range: 15 feet*

*Duration: Instantaneous*

You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

### Primal Savagery

*Casting Time: 1 action*

*Range: Self*

*Duration: Instantaneous*

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

## Tier One

### Earth Tremor

*Casting Time: 1 action*

*Range: Self (10-foot radius)*

*Duration: Instantaneous*

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.

At Higher Levels. 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.

### Flame Blast

*Casting Time: 1 action*

*Range: Self (15-foot cone)*

*Duration: Instantaneous*

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

At Higher Levels. 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.

### Feather Fall

*Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls*

*Range: 60 feet*

*Duration: 1 minute*

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

### Thunderwave

*Casting Time: 1 action*

*Range: Self (15-foot cube)*

*Duration: Instantaneous*

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

## Tier Two

### Gust of Wind

*Casting Time: 1 action*

*Range: Self (60-foot line)*

*Duration: Concentration, up to 1 minute*

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

### Earthen Grasp

*Casting Time: 1 action*

*Range: 30 feet*

*Duration: Concentration, up to 1 minute*

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.

As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

### Snowball Storm

*Casting Time: 1 action*

*Range: 90 feet*

*Duration: Instantaneous*

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

### Scorching Ray

*Casting Time: 1 action*

*Range: 120 feet*

*Duration: Instantaneous*

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

## Tier Three

### Lightning Bolt

*Casting Time: 1 action*

*Range: Self (100-foot line)*

*Duration: Instantaneous*

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren’t being worn or carried.

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.

### Erupting Earth

*Casting Time: 1 action*

*Range: 120 feet*

*Duration: Instantaneous*

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.

At Higher Levels. 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.

### Fireball

*Casting Time: 1 action*

*Range: 150 feet*

*Duration: Instantaneous*

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

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.

### Fly

*Casting Time: 1 action*

*Range: Touch*

*Duration: Concentration, up to 10 minutes*

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

## Tier Four

### Control Water

*Casting Time: 1 action*

*Range: 300 feet*

*Duration: Concentration, up to 10 minutes*

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

* Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
* Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
* Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
* Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.

### Ice Storm

*Casting Time: 1 action*

*Range: 300 feet*

*Duration: Instantaneous*

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

### Storm Sphere

*Casting Time: 1 action*

*Range: 150 feet*

*Duration: Concentration, up to 1 minute*

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.

Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.

### Wall of Fire

*Casting Time: 1 action*

*Range: 120 feet*

*Duration: Concentration, up to 1 minute*

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

## Tier Five

### Cone of Cold

*Casting Time: 1 action*

*Range: Self (60-foot cone)*

*Duration: Instantaneous*

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

### Control Winds

*Casting Time: 1 action*

*Range: 300 feet*

*Duration: Concentration, up to 1 hour*

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.

• Gusts. 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.

• Downdraft. 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 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.

• Updraft. 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.

### Immolate

*Casting Time: 1 action*

*Range: 90 feet*

*Duration: Concentration, up to 1 minute*

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. 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.

### Maelstrom

*Casting Time: 1 action*

*Range: 120 feet*

*Duration: Concentration, up to 1 minute*

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.

## Tier Six

### Chain Lightning

*Casting Time: 1 action*

*Range: 150 feet*

*Duration: Instantaneous*

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

### Wall of Ice

*Casting Time: 1 action*

*Range: 120 feet*

*Duration: Concentration, up to 10 minutes*

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a flat surfcae made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air int he space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saaving throw. The creature takes 5f6 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.

### Petrify

*Casting Time: 1 action*

*Range: 60 feet*

*Duration: Concentration, up to 1 minute*

You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

A creature restrained by this spell must make another Consititution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

### Torrent

*Casting Time: 1 action*

*Range Self: (60ft Cone)*

*Duration: Instantaneous*

You conjure a 60-foot cone of water from your hands. Each creature in the area must make a Dexterity saving throw. If the saving throw fails, the creature takes 7d6 + 15 bludgeoning damage and is pushed 30 feet away from you. On a successful save, the creature takes half damage and is not pushed.

## Tier Seven

### Fire Storm

*Casting Time: 1 action*

*Range: 150 feet*

*Duration: Instantaneous*

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.

### Create Iceberg

*Casting Time: 1 action*

*Range: 200 feet*

*Requirements: Lyrium of an amount worth 100gp*

*Duration: Special*

You freeze seawater to create a chunk of ice with a volume of up to 8,000 cubic feet. Sufficient seawater must be present to support the iceberg, or the spell fails. A simple way to envision 8,000 cubic feet is a cube with 20-foot sides, or a cone 20 feet high and 40 feet in diameter at the base.

Unless the iceberg is in arctic conditions, it melts at a rate determined by the GM, but usually 5 cubic feet per hour in temperate conditions.

### Whirlwind

*Casting Time: 1 action*

*Range: 300 feet*

*Duration: Concentration, up to 1 minute*

A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends.

When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.

## Tier Eight

### Control Weather

*Casting Time: 10 minutes*

*Range: Self (5-mile radius)*

*Duration: Concentration, Up to 8 hours*

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

**Precipitation**

Stage 1 Clear

Stage 2 Light clouds

Stage 3 Overcast or ground fog

Stage 4 Rain, hail or snow

Stage 5 Torrential rain, driving hail or blizzard

**Temperature**

Stage 1 Unbearable heat

Stage 2 Hot

Stage 3 Warm

Stage 4 Cool

Stage 5 Cold

Stage 6 Arctic cold

**Wind**

Stage 1 Calm

Stage 2 Moderate wind

Stage 3 Strong wind

Stage 4 Gale

Stage 5 Storm

### Earthquake

*Casting Time: 1 action*

*Range: 500 feet*

*Duration: Concentration, up to 1 minute*

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This spell can have additional effects depending on the terrain in the area, as determined by the DM.

• Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse (see below).

• Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

### Incendiary Cloud

*Casting Time: 1 action*

*Range: 150 feet*

*Duration: Concentration, up to 1 minute*

A swirling cloud of smoke shot through with white- hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

## Tier Nine

### Storm of Vengeance

*Casting Time: 1 action*

*Range: Sight*

*Duration: Concentration, up to 1 minute*

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this spell, the storm produces additional effects on your turn.

Storm of Vengeance After Round 1
 3
 4
 5-10

### Meteor Storm

*Casting Time: 1 action*

*Range: 1 mile*

*Duration: Instantaneous*

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.

### Dread Fire

*Casting Time: 1 action*

*Range: 200 feet*

*Requirements: Lyrium of an amount worth 1,000 gp*

*Duration: Conc. up to 10 minutes*

You bring into existence a curtain of flickering purple flames that burns the life out of everything it touches. The curtain is 1 inch thick, up to 20 feet high, and up to 400 feet long. It is roughly straight; it can’t be curved or folded. You must be able to see the entire curtain when the spell is cast.

The curtain moves in a direction of your choice at a rate of 5 feet per round, consuming all organic matter in its path. Once a direction is chosen, the curtain moves that direction for the spell’s duration. If the spell is maintained for its full duration, the curtain of fire will advance 500 feet and leave a scorched area 500 feet long by 400 feet wide.

The flames generate no heat, but all organic material coming into contact with the curtain is treated as if struck by a disintegrate spell. Buildings and items made from stone or metal are unharmed, but the magical fire can pass through up to 2 feet of stone or 2 inches of any metal and continue advancing. The magical fire burns life out of the soil as well, extending its horrid power to a depth of 5 feet beneath the surface of the earth.

Areas struck by a curtain of fire are easy to identify, as they are nothing but burned-out scars of black dust and sand unable to support any life.