Create Element

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Create Element Conjuration, Creation,
Level: Clr 1, Drd 1, Creation 1
Components: V, S
Time: 1 action
Target: N/A
Range: Close (25 ft. + 5 ft./2 levels)
Area: N/A
Effect: A five cubic foot square of elemental material
Duration: Instantaneous
Save: None
Spell Resistance: No
A more versatile version of Create Water, this spell will generate an amount of elemental material to be used in any way the caster feels fit. The element created is chosen at the time of casting, making this spell especially useful for wizards met with unexpected elemental challenges.

This spell can take one of four forms. When used to create a particular element, the spell is considered a spell of that element.

Create Air: This form causes a five-foot cube of pure, breathable air to appear to appear within range. This air forces away other substances in the atmosphere (such as poisonous gases, fog, or water), but lasts for only a single round before dispersing. It still cannot form inside of creatures or solid substances, but can form inside of liquids.

Create Earth: This form creates a solid block of loose soil five cubic feet around. It doesn't hold up against much stress, collapsing after being hit with anything into clouds of airborne dust that obscure vision within a 45-foot cloud (with the block at it's center). This effect can be attained instantaneously by causing the block to appear in midair, causing it to instantly disperse into this cloud. This disturbance in vision causes a -4 penalty to Spot and Search checks, and ranged weapon attacks, by creatures in the affected area. This effect lasts for only one round, though the earth may last indefinately.

Create Fire: This form generates a five-foot cube of elemental flame. It cannot be formed inside of solid objects, and lasts only for a single round, but can be used to ignite more permenant flame. If anyone tries to force their way through the fire, it deals them 1d4 damage, and may ignite flamables on them.

Create Water: This form generates a five-foot cube of pure, drinkable water that retains it's shape for one round before flowing out of the cubic form. While this cannot be created inside creatures, creatures that run into it must make a Swim check (DC equal to the spell's DC) in order to move through the water and come out the other side. This stops charges and ranged weapons cold.

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