Dungeons & Dragons Spells

DnD Spell L3 Awaken Element

Dungeons and Dragons – Mystara

Spells – L3 – Awaken Element

3e-mgp-ea08 mgp1008
3e-mgp-ea08 mgp1008 – Elementalist – The Primordial Force

Awaken Element

  • 3rd Level Transmutation (ritual)
  • Secret Crafts: Airologist, Darkologist, Earthologist, Elementologist, Fireologist, Waterologist
  • Casting time: 1 action
  • Range: 60 ft
  • Components: V, S, M/DF
  • Duration: Concentration, up to 1 hour
  • The elemental you can create depends on which elemental secret crafts you know.
  • You create an elemental out of the elements and give it an intelligence of 3d6. You must have enough raw element to match the size of the creature. For example a medium creature requires at least 5 ft cube, a Large creature needs a 10 ft cube. This can be spread out over a large area as the volume of the material the key. Once created the elemental will be considered favourable depending on the environment it was created in and will follow your orders (as an animal companion) for the next hour as long as you concentrate.
  • An elemental has a memory of the region it was created in of one week per spell slot level plus the elementals new Intelligence modifier.
  • Heighten: (+2) You can increase the size of the elemental by one. (+1) You can decrease the size of the elemental by one.
  • Secret Craft Bonus: If you have advanced in the Elementologist secret craft, you can use this spell with multiple elements you have learnt to combine in that craft.

Available Spell Lists

Spell ListSecret CraftAirologist

R – Ritual Spells.
Sourcebooks: bls, br, mgp1008, mhh, ph, scag, xge

Spell ListSecret CraftDarkologist

* detail to come. R – Ritual Spells.
Sourcebooks: bls, br, mgp1008, mhh, ph, scag, xge

Spell ListSecret CraftEarthologist

* details to come. R – Ritual Spells.
Sourcebooks: bls, br, ea08 (converted), mhh, ph, xge

R – Ritual Spells. Sourcebooks: xge

Spell List – Secret CraftFireologist

* details to come. R – Ritual Spells.
Sourcebooks: bls, ea08 (conversion), ph, xge

Spell ListSecret CraftWaterologist

* details to come. R – Ritual Spells.
Sourcebooks: bls, br, mgp1008, mhh, mw, ph, scag, xge

Design changes for Spell

  • Original Spell Lists: Druid, Sorcerer, Wizard
  • One thing to note, is that all spells that I am adding into this blog have the Spell list removed from them, besides anything I might be doing to tweak them for my home campaign. There is a source there if you want to look up the original version of the spell for your own campaigns, but mine does not need that information.
  • What has been added is the Secret Crafts, which replace the spell lists, as all spells not from the players handbook will only be available as part of the secret crafts of the world.

3rd Edition Version

  • Awaken Element
  • Transmutation [Air, Earth, Fire or Water]
  • Level: Drd 3, Sor/Wiz 3
  • Components: V, S, M/DF
  • Casting Time: 1 action
  • Range: Close (25 ft + 5 ft/leve)
  • Target: 5 ft cube of element for every 4 levels.
  • Duration: 10 minutes/level
  • Saving Throw: None (object)
  • Spell Resistance: no

You give an element human-like sentience. You target a volume of air, earth, fire or water no bigger than a 5-foot cube per four caster levels, and it awakens as if becoming an elemental.It has all the statistics of an elemental of Small size for its element type, except tht its Intelligence score is 3d6.

The creature is friendly towards you and, although it is not bound to you, will perform any reasonable task you ask of it until the spell’s duration ends and it collapses or disperses back into its matrial. An intelligent element remembers what happened around it for one week per caster level before it was awakened and can answer questions about that.

When you ue this spell to awaken an air, earth, fire or water creature, it is a spell of that type. For example, awaken element is a fire spell when cast to awaken a fire elemental.

Material Component: A fistful of crushed crystal powder.

Content Updates

  • 2021-08-16 – Update to layout, tags and menu.

D&D 5E Rules Reference

Encounters: NPCs, Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Humanoids, Monstrocity, Oozes, Plants, Undead

Spells: Rituals Spells, Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation

Crafts: Air, Blood, Bureau, Celestial, Craft, Crypt, Dark, Dragon, Earth, Element, Elven, Fire, Mech, Nature, Preserve, Sail, Shade, Skald, Sky, Wagon, Water, Weapon, Void

Library of Books

B5, d20 System, Pathfinder, SW

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This site is constantly under revision, no blog posts are final as this is a work in progress place for me to develop my game settings and rules. Some posts might be placeholders for future content, so feel free to check back later for updated information.

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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