The World of Elements world illustration - Fantasy theme
Fantasy

The World of Elements

M
Milka2002

A world where there are magicians. Mages can only control one element


Author's Note: Not everyone can control the elements, there are also commoners. Children under the age of 15 usually display a label that indicates their element. A child can only inherit the element of their parents. Children of commoners can also be born as magicians, but this is very rare, in the entire history of such children there were only 5.
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Created
57 days ago
Last Updated
57 days ago
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Geomancy
2

Geomancy

The magician senses fluctuations in the ground, determining the location of people, animals, or valuable resources within a specified range. This spell allows the caster to gain insight into the terrain and hidden entities, making it an excellent tool for intelligence gathering.

Earthquake
6

Earthquake

The magician causes a localized earthquake, shaking the ground violently and destabilizing foes within the area. All creatures in the affected area must make a saving throw or be knocked prone and take damage from the tremors.

Earth Spikes
3

Earth Spikes

The caster summons sharp stone spikes from the ground, impaling enemies in the area. These spikes erupt violently, dealing damage to all foes caught within their reach.

Stone Skin
4

Stone Skin

The caster temporarily hardens their skin with a layer of rock, granting them increased resistance to physical damage. For the duration of the spell, the target's AC increases by 2, and they gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

Quicksand
3

Quicksand

You turn 20 square feet of sandy or loose ground into quicksand, causing creatures that enter the area or start their turn in it to become restricted as they dive. Once bound, creatures must successfully perform a power roll at the beginning of each of their turns, or take 2d6 club damage and remain bound. It takes concentration to maintain the spell, and while it's active, your movement speed is also halved.

Water Healing
2

Water Healing

This spell accelerates the natural healing process of the target by harnessing the restorative properties of water. It is particularly effective for treating small wounds and abrasions, allowing the target to recover quickly from minor injuries.

Water Breathing
3

Water Breathing

This spell grants the target the ability to breathe underwater for the duration of the spell. The target can freely swim and explore aquatic environments without the need for air.

Mist Shroud
2

Mist Shroud

A thick fog envelops the area, obscuring vision and creating an atmosphere of confusion. Allies within the mist gain advantage on stealth checks, while enemies find it difficult to navigate, suffering penalties to their attack rolls.

Water Shield
3

Water Shield

Summons a protective barrier of swirling water that absorbs incoming damage. The shield can absorb a total of 20 points of damage before dissipating, providing excellent defense against both physical and magical attacks.

Water Dragon
7

Water Dragon

Summons a colossal water dragon that crashes down upon your enemies, dealing massive damage and instilling fear. The dragon emerges from nearby water sources, creating a tidal wave as it descends, wreaking havoc in its path.

Whipping Whip
2

Whipping Whip

You conjure a whip made of dense water, capable of delivering slashing and stunning blows. This whip allows for rapid strikes and can be used defensively to block incoming attacks.

Windseed: Living Storm
4

Windseed: Living Storm

You create tiny seeds infused with wind energy. When activated, these seeds explode, unleashing localized storms, tornadoes, or other weather phenomena, wreaking havoc on the battlefield and altering the environment.

Void Breath
3

Void Breath

You create an area of complete windlessness, forming a vacuum that suffocates living creatures within it. Any creature inside the area must make a saving throw or begin to suffocate, taking damage each round they remain in the vacuum.

Air Silkworm
3

Air Silkworm

The magician conjures nearly invisible threads from the air, weaving them into nets, traps, or cloth. These ethereal threads are incredibly strong, capable of supporting significant weight and binding foes with ease.

Dance of the Ethereal Blade
3

Dance of the Ethereal Blade

The magician conjures 3 to 7 invisible blades of pure wind that rotate around them, providing protection and offense. These blades slash at any enemy that comes within range, while also granting the caster a defensive barrier against incoming attacks.

Zephyr's Embrace
2

Zephyr's Embrace

The caster conjures an invisible wind shield that envelops an ally or object, providing protection against physical attacks by deflecting arrows and weapons. Additionally, the shield softens falls and impacts, ensuring the target remains unharmed from sudden drops or collisions.

Whisper of Aeolus
3

Whisper of Aeolus

This spell creates an invisible stream of air that carries whispered messages over great distances. The caster selects a destination and whispers their message, which is amplified by the wind and delivered to the chosen location.

Ice Knot of Destiny
3

Ice Knot of Destiny

The magician creates an ice knot that binds the destinies of two creatures. As long as the knot exists, any harm inflicted by one creature upon the other causes the attacker to experience a portion of that pain, with greater damage resulting in greater suffering.

Cryogenic Symbiosis
3

Cryogenic Symbiosis

The mage creates an icy robe that merges with the skin of an ally or themselves, enhancing physical strength, stamina, and speed. However, the wearer becomes less sensitive to heat and gains vulnerability to fire damage.

Ice Bodyguard
3

Ice Bodyguard

You create a sphere of rapidly freezing steam that forms into a humanoid figure, acting as your bodyguard. This icy guardian possesses basic intelligence and follows your commands, providing protection and assistance in battle.

Crystal Metamorphosis
3

Crystal Metamorphosis

This spell allows the caster to partially or completely transform their body or nearby objects into various forms of crystal ice. The mage can create ice blades, shields, armor, icy claw hands, or even transform into a giant crystal for protection, enhancing their defensive and offensive capabilities.

Dance of Ice Spikes
3

Dance of Ice Spikes

The mage conjures a swirling dance of ice spikes that orbit around him, ready to strike at foes or shield him from harm. Each spike can be directed to attack enemies, but their power diminishes with the number of spikes created. Vulnerable to fire and other elemental attacks, these icy sentinels serve both offensive and defensive purposes.

Icy Paradox of Time
4

Icy Paradox of Time

You create a small area where time slows down for everything inside, causing enemies to move sluggishly while allies can act with increased speed. The air within the area becomes frigid, distorting the perception of time and space.

Blood Ink
3

Blood Ink

The magician uses their own blood to create a special ink that magically connects them to anything written with it. Once inscribed, the magician can see, hear, and feel everything that occurs near the written words, allowing for a unique form of remote observation and influence.

Seal of Oblivion
4

Seal of Oblivion

The magician places a mystical seal on an object, location, or creature, causing it to fade from the memories of all who encounter it. Over time, the sealed target becomes increasingly insignificant, ultimately being forgotten entirely by those who once knew it.

Shadow-Key
3

Shadow-Key

The magician creates a key from their own shadow, allowing them to open any doors, locks, and even small rifts in space for teleportation. This spell cannot be cast in total darkness, and in bright light, the shadow becomes too weak to function effectively, limiting its use to areas within the caster's line of sight.

Shadow of the Echo
2

Shadow of the Echo

The magician summons an echo of their shadow, creating a shadow doppelganger that acts independently for a brief period. This shadow can perform one simple action, such as hitting an enemy, stealing an item, or pulling a lever, but it lacks intelligence and follows the magician's intent blindly.

Light Consumption
3

Light Consumption

The magician absorbs the surrounding light, creating a zone of absolute darkness that enhances their abilities while disorienting opponents. Within this zone, the magician gains advantage on all spellcasting rolls, and enemies must succeed on a Wisdom saving throw or be blinded and have disadvantage on attack rolls.

Borrowing Pain
3

Borrowing Pain

The magician temporarily transfers the physical pain of a wounded ally to himself, allowing the ally to continue fighting without experiencing pain. This spell can save an ally's life by giving them time to heal or retreat, but the magician feels all the pain of the ally, which can incapacitate him if the wound is serious.

Mirror of Flame
3

Mirror of Flame

The mage conjures a shimmering shield of fire that deflects physical attacks and magical spells. The reflection of the attack occurs after a brief delay, with the duration depending on the strength of the incoming attack, allowing the mage to anticipate and counter effectively.

Volcano's Breath
5

Volcano's Breath

The magician transforms their lungs into a makeshift volcano, exhaling clouds of ash, incandescent gases, and small lava flows. This spell creates a suffocating atmosphere and deals direct damage, but requires immense physical fitness and control, posing risks of internal burns and choking attacks.

Firewind of Rebirth
6

Firewind of Rebirth

You conjure a swirling hurricane of flames that engulfs a large area, dealing damage to all creatures within its radius. The firestorm revitalizes allies, granting them temporary hit points and a sense of rebirth as they emerge from the flames.

Fiery Metamorphosis
3

Fiery Metamorphosis

The caster temporarily transforms a part of their body or their surroundings into pure, controlled fire. This can manifest as a fiery blade, a lava flow beneath their feet, or a wall of flame, allowing for both offensive and defensive capabilities. The transformation lasts for a limited duration, influenced by the caster's power and energy consumed.

Breath of the Slayer Dragon
1

Breath of the Slayer Dragon

The magician releases a stream of energy that mimics the breath of an ancient dragon, targeting magical effects. This spell dispels enemy spells, nullifies the power of magic items, and destroys defensive barriers, rendering foes vulnerable to physical attacks.

Blood of the Phoenix
6

Blood of the Phoenix

Invoke the power of the Phoenix to grant rapid regeneration to yourself or an ally. Wounds heal at an incredible rate, even fatal injuries can be mended, and severe diseases are cured. However, the immense energy required can lead to exhaustion or even death, and repeated use may cause a loss of touch with reality, resulting in post-traumatic stress disorder.

Whisper of Ashes
3

Whisper of Ashes

This spell allows the caster to communicate with spirits trapped in the ashes of bonfires and fires. The caster can learn about past events, receive advice, or summon brief visions of occurrences that transpired in the fire, but the information may be distorted or incomplete, and the emotional burden can be overwhelming.

Dragon Dance in the Heart of Fire
4

Dragon Dance in the Heart of Fire

Invoke the spirit of an ancient dragon, granting incredible speed and strength. Your movements become unpredictable, like a flame dance, with fire streaming from your eyes and hair. Each touch leaves a trail of searing flames, allowing you to dodge attacks and deliver fast, deadly strikes. However, this power comes at a cost: you become more impulsive and aggressive, risking loss of control. Prolonged use can damage your soul, leading to instability and nightmares, and an addiction to the spell may develop, compelling you to use it more often with devastating consequences.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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