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Dungeons & Dragons Spells

DnD Spell L6 Investiture of Element

Dungeons and Dragons – Mystara

Spells – Level 6 – Investiture of Element

5e-wiz-xge Xanathar's Guide to Everything
5e-wiz-xge – Xanathar’s Guide to Everything

Investiture of Elements

  • 6th Level Transmutation
  • Secret Crafts: Airologist, Darkologist, Earthologist, Elementologist, Fireologist, Waterologist
  • Casting time: 1 action
  • Range: self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • You can cover yourself in a element associated with the secret crafts you know.
  • Air – Until the spell ends, wind whirls around you, and you gain the following benefits:
    • You are immune to lighting and thunder damage and have resistance to acid damage.
    • Ranged weapon attacks made against you have disadvantage on the attack roll.
    • You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
    • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
  • Darkness – Until the spell ends, shadows form around you and you gain the following benefits:
    • You are immune to necrotic damage, and have resistance to radiant damage.
    • You can spend an action to make a pulse to necrotic energy emanating from you for 15 ft, ot increase it by 15 ft if you had done it the previous round. It deals 1d10 necrotic damage.
    • Concealed or invisible living creatures within 30 ft of you are clearly defined and you have advantage on attack rolls against them.
  • Earth – Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
    • You are immune to acid damage and have resistance to lightning, thunder, bludgeoning, piercing, and slashing damage from non-magical attacks.
    • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
    • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
  • Fire – Flames race across your body, shedding bright light in a 30-foot radius and dim light for a n additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:
    • You are immune to fire damage and have resistance to cold damage.
    • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
    • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
  • Water – Until the spell ends, ice rimes your body, and you gain the following benefits:
    • You are immune to cold damage and have resistance to fire damage.
    • You can move across difficult terrain created by ice or snow without spending extra movement.
    • The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
    • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
  • Secret Crafts: An elementologist can combine more than one element based on the elements they know.

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 Spells

  • Original Spell Lists: Druid, Sorcerer, Warlock, Wizard
  • Original Spell Names: Was called Investiture of Flame, Investiture of Ice, Investiture of Stone and Investiture of Wind. I have moved it over to the elemental secret crafts so they can be combined in the elementalism craft.

Content Updates

  • 2021-08-26 – Update to layout 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

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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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