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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
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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.
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“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.
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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
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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
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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.
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Ultimate Flame
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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.
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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.
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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
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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.
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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.
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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-­‐
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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.
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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.
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Province Specialization Choices
New Spells
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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)
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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.
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Burning Sands (Sand)
1st-level transmutation (ritual)
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Casting time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
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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
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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.
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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.
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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.
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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
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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.
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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
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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
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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
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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)
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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
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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
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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.
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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
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5th-level evocation
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Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a lump of wax)
Duration: Instantaneous
Seasight (Sea)
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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
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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
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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
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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 [email protected] 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
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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
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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. Permission granted to print or photocopy this document for personal use only. 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. Permission granted to print or photocopy this document for personal use only. 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