The Titan lends you a fraction of their power to drastically impact the world around you. Choose a point you can see within range. The environment in a 60-foot cube centered on that point becomes magically charged until the spell ends. Spell effects are dependent on current biome/surroundings and intermediate zones allow for the choice between the two abilities.
Blackrock Peaks
At the start of your turn, choose a point within the spell’s area. The ground erupts as the extreme fluctuating temperatures escape, forcing creatures within 5 feet to make a Dexterity saving throw or take 4d6 fire damage and 4d6 cold damage and fall prone. On a successful save, only take the cold damage.
The Frostscar
At the start of your turn, each creature within range must succeed on a Dexterity saving throw or take 4d8 cold damage and have its speed be reduced to 0 for up to 1d6 turns as cold winds freeze it in place. A frozen creature can use an action to attempt to free itself by succeeding on a Strength saving throw.
Giant’s Plateau
For the duration of this spell, you can create a powerful updraft in a 10-foot-radius area, allowing creatures of your choice to jump four times their normal distance and preventing them from taking falling damage. When a creature lands after jumping at least 10 feet, creatures within 10 feet of it must make a Constitution save or take 4d6 bludgeoning damage and fall prone. All attacks made while in the air are at advantage.
The Crywild
At the end of each of your turns, up to your proficiency bonus number of creatures that are on the ground and within range take 3d6 poison damage and must make a Strength saving throw or be restrained as venomous vines entangle them. A restrained creature can use an action to make a Strength check against your spell save DC, ending the effect on itself on a success or dealing 2d8 Piercing damage to the creature on a fail.
Verdant Mire
You can cause a 20-foot-radius area within the spell’s range to rapidly flood. The area becomes difficult terrain, and creatures of your choice within it must succeed on a Strength saving throw or at the end of each of your turns be pushed 15 feet in a direction of your choice and take 6d6 bludgeoning.
Shattercoast
You cause sturdy coral formations to rapidly rise from the ground in a 30-foot-radius area. The formations provide half cover to creatures behind them and can rise up to 15 feet, creating elevated terrain. These formations can be altered using a bonus action during your turn. Coral spikes can be created under a creature dealing 4d6 piercing on a failed Dexterity save.
Salpier Archipelago
You create a localized storm within the spell’s area. The area becomes heavily obscured by rain, and ranged weapon attacks that pass through the area are made with disadvantage. At the end of each of your turns, you can choose a point within the area; lightning strikes that point, forcing creatures within 5 feet to make a Dexterity saving throw or take 3d10 lightning damage, however there is no save if the target is in water.
Suncleft
The sand within the spell’s area becomes intensely hot as winds pick up creating a small tornado where ranged attacks from the inside are at disadvantage. A creature that enters the area for the first time on a turn or starts its turn there must succeed on a Constitution saving throw or have its speed halved until the start of its next turn and take 5d6 fire damage.
Previous Versions
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10/5/2026 2:33:52 AM
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3
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1
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Coming Soon
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