Control Mastery

Greetings, seekers of arcane knowledge. Today, we venture into the captivating realm of Control Evocation, a school of magic that bestows upon its practitioners the unparalleled ability to command the very forces of the world. We shall explore the art of mastery over forces, where wizards wield spells that govern fire, ice, lightning, and more to shape reality itself.

Control Evocation, dear students, is the art of dominion over the fundamentals of nature. Spells from this school empower you to manipulate the forces, compelling them to bend to your will. Whether it’s conjuring storms, freezing your foes, or summoning infernos, these spells grant you unprecedented control over the world’s building blocks.

Within the extensive repertoire of Control Evocation, you shall uncover spells that freeze entire rivers, unleash destructive whirlwinds, or protect your allies with shields of pure force. These spells epitomize the balance between the force’s might and precision, offering spellcasters the means to shape the battlefield as they see fit. Now, let us delve into the captivating world of Control Mastery. 

Thunderwave: 1st-level

Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous

Imagine yourself at the epicenter of a tempest, for ‘Thunderwave’ originates from your very being. In a 15-foot cube that radiates from you, a wave of thunderous force unfurls. Any creature within this cube must summon their inner strength and make a Constitution saving throw, for their fate hinges on this test of resilience.

Should their fortitude falter, they shall suffer the wrath of the tempest, a dire toll of 2d8 thunder damage, and be forcefully thrust ten feet away from you. But do not underestimate their resolve, for a successful save grants them respite, taking only half the damage and standing their ground.

The ‘Thunderwave’ is not content with merely afflicting living beings. It is a force of nature, and unsecured objects wholly within its grasp are subject to its fury. They are cast aside, pushed ten feet from your presence as the spell erupts with a deafening boom, echoing across the land for up to 300 feet.

As with many spells, this one too can be amplified through the use of a higher-level spell slot. Each increase in slot level beyond the first grants an additional 1d8 thunder damage, transforming the ‘Thunderwave’ into a truly deafening and destructive display.


Darkness: 2nd-level

Casting Time: 1 action
Range: 60 feet
Components: V, M (bat fur and a drop of pitch or piece of coal)
Duration: Concentration, up to 10 minutes

A spell that casts an inky shroud over the world…Imagine standing at a point of your choosing, within reach, where you wish to cloak in shadow. From this origin, a sphere of magical darkness, 15 feet in radius, unfurls like a dark tapestry, shrouding all within. This cloak of shadow, it cares not for walls or obstacles; it spreads its inky fingers ’round corners and engulfs all in its path.

Even those blessed with darkvision find no solace within its depths, for it devours their sight. Nonmagical light, no matter how bright, quivers and falters before it, unable to pierce the veil.

And here is a twist of intrigue: should you choose a point connected to an object you hold or one unclaimed by another, the darkness shall heed your will. It becomes one with the object, a shadowy aura that travels as it does. Only by covering this object with an opaque shroud, like a bowl or helm, can the darkness be contained.

But beware, for the ‘Darkness’ harbors a rivalry with the light. Should its realm of shadow overlap with an area of light conjured by a spell of 2nd level or lower, the light is banished, vanquished by the consuming void.


Moonbeam: 2nd-level

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
Duration: Concentration, up to 1 minute

A silvery ray of pale light that descends from the heavens upon a point within your reach – from this point, it forms a cylinder of dim light, stretching 5 feet wide and reaching up to 40 feet high.

Within this radiant cylinder, the magic dances and swirls, casting a gentle glow upon all that stands beneath it. But do not be deceived by its tranquility, for there’s more to this spell than meets the eye.

Any creature that dares to venture into this ethereal light, whether by starting its turn there or entering it for the first time in a turn, shall find itself engulfed in ghostly flames. These spectral fires, they bring searing agony, and the creature must summon its inner strength and make a Constitution saving throw.

Should they falter, the flames exact their toll, and the creature suffers 2d10 radiant damage, a pain like no other. Yet, a heartier soul may endure, taking only half the damage on a successful save.

But heed this, for shapechangers, beings of transformation, they face an even greater challenge. Their very essence is bound by the moonbeam’s power, and when they fail their saving throw, they are stripped of their borrowed forms, forced to return to their true selves and locked from changing shape until they flee the light’s grasp.

And remember, my dear listeners, that you, the caster, have control. With but an action on each of your following turns, you can move the moonbeam, directing its radiant power up to 60 feet in any direction.

And should you wish for even more potent radiance, when you cast this spell with a 3rd-level spell slot or higher, the damage it deals increases, an extra 1d10 for each slot level above the 2nd, bathing your foes in an even more punishing light.


Wall of Water: 3rd-level

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of water)
Duration: Concentration, up to 10 minutes

Imagine, my dear friends, with a wave of your hand and a whispered incantation, you conjure forth a shimmering wall of water, springing forth from the very ground itself. This aqueous barrier can take two forms, depending on your desires.

The first form is a straight wall, one that can stretch up to 30 feet in length, stand as high as 10 feet, and be a foot thick. Alternatively, you can choose to craft a circular wall, a ring of water with a diameter of 20 feet, a height of 20 feet, and a thickness of a single foot.

But remember, my friends, this wall is no permanent fixture; it shall vanish when the spell’s magic wanes. And while it stands, its watery surface transforms the ground into treacherous terrain, making movement slow and cumbersome.

Yet, the true marvel of this wall is revealed when it faces the elements. Any ranged weapon seeking to pierce its liquid veil finds the task arduous, for it must contend with disadvantage on the attack roll. Even fire, that voracious force, loses much of its potency as it passes through the wall, dealing only half the usual damage when it reaches its target.

But there’s more to this aquatic barrier. Should a spell carry the chilling embrace of cold, and pass through the wall, it leaves a frozen mark in its wake. Each 5-foot square that freezes becomes a sturdy shield, with an Armor Class of 5 and 15 hardy hit points. Yet, should it endure damage until its hit points reach zero, it shatters, leaving a gap in the wall, and no water rushes to fill the void.

So, my friends, ‘Wall of Water’ stands as a testament to the power of the elements, a guardian against ranged attacks and a shield against the flames of destruction.


Resilient Sphere: 4th-level

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
Duration: Concentration, up to 1 minute

Imagine, if you will, a sphere, shimmering like morning dew, that envelops a creature or object no larger than a Large beast.

When cast upon a creature, the spell’s magic seeks to cage it within this spherical prison. But, for the reluctant, a Dexterity saving throw serves as their last defense. Should they fail, they shall find themselves trapped within the sphere’s confines for the duration of the spell.

Now, this sphere, my friends, is unlike any other. It is an impenetrable barrier, rejecting all that dares to cross its boundaries. No physical object, no energy, and no other spell effect may pass through, be it from the outside or within. Yet, fear not for the captive, for the sphere provides the gift of air, and they may breathe freely within.

And as the sphere is impervious to harm, nothing from the outside can damage what lies within, and nothing from within can harm the world outside. It is a sanctuary, a shield of invulnerability.

Now, my tale takes an interesting turn, for the creature or object encased within the sphere can take action as well. With effort, they may push against the inner walls of the sphere, causing it to roll in any direction at half their speed. It is a curious sight indeed, like a hamster within its ball.

And lo, the sphere is weightless, making it easily carried by others. A fragile treasure, or perhaps a creature in need of protection, can be transported within its confines.

But heed this, dear ones, for even the most impenetrable of fortresses has its weaknesses. A spell like ‘Disintegrate,’ which wields the power of dissolution, can shatter the sphere without harm to what it contains.

So, remember ‘Resilient Sphere’ well, my friends, for it is a sanctuary and a prison, a safeguard and a trap, a testament to the wonders of magic.


Arcane Hand: 5th-level

Casting Time: 1 action
Range: 120 feet
Components: V S M (An eggshell and a snakeskin glove)
Duration: 1 minute

Once upon a magical time, there was a spell known as ‘Arcane Hand’. This spell allowed a skilled caster to conjure a marvelous, shimmering hand made of translucent force in an empty space they could see within range. This mystical hand was no ordinary creation; it possessed incredible capabilities and followed the caster’s commands, mirroring their own hand’s movements.

The hand, my dear listeners, was no mere illusion. It had an impressive armor class of 20 and hit points equal to the caster’s own maximum health. However, like all things in this world, it had its limits. If the hand’s hit points ever reached zero, the spell would come to an end. In terms of strength, the hand boasted a remarkable score of 26, while its dexterity was a more modest 10. It did not occupy the entire space it inhabited, allowing creatures and objects to pass through without hindrance.

Now, let me regale you with the hand’s versatile abilities. As the spell was cast and through subsequent bonus actions on following turns, the caster could move the hand up to 60 feet and then employ one of several effects:

  1. Clenched Fist: The hand could deliver a powerful blow to a creature or object within 5 feet of itself. It utilized a melee spell attack, reflecting the caster’s own combat prowess. If the attack struck true, the target would suffer 4d8 force damage.
  2. Forceful Hand: When instructed, the hand would attempt to push a creature within 5 feet of itself in a direction chosen by the caster. A contest of strength ensued, with the hand’s Strength pitted against the Strength (Athletics) of the target. If the target was Medium or smaller, the caster had an advantage in this contest. If the hand emerged victorious, it would push the target up to 5 feet, plus an additional distance equal to five times the caster’s spellcasting ability modifier. The hand moved alongside the target to remain within 5 feet.
  3. Grasping Hand: This command directed the hand to grapple a Huge or smaller creature within 5 feet of itself. The hand used its own Strength score to execute the grapple. For creatures that were Medium or smaller, the caster had an advantage on the grapple check. While the hand held the target in its grasp, the caster could use a bonus action to command the hand to squeeze, causing the target to suffer bludgeoning damage equal to 2d6 plus the caster’s spellcasting ability modifier.
  4. Interposing Hand: This unique function allowed the hand to position itself between the caster and a chosen creature until given a new command. It skillfully moved to shield the caster, providing them with half cover from attacks launched by the target. Furthermore, if the target’s Strength score was equal to or less than that of the hand, it was unable to move through the hand’s space. However, if the target’s Strength surpassed the hand’s Strength, it could slowly advance toward the caster through the hand’s space, although the journey was arduous due to the terrain it created.

But that’s not the end of the tale, dear listeners. For those who mastered the arcane arts and cast ‘Arcane Hand’ using spell slots of the 6th level or higher, the damage inflicted by the clenched fist would increase by 2d8, and the crushing grasp of the hand would cause an additional 2d6 damage for each slot level above the 5th. Such power, as you can imagine, could turn the tide of battle and shape the course of destinies.


Wrath Of Nature: 5th-level

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute

Once, in a world where the natural world and its spirits held great power, there existed a spell known as ‘Wrath Of Nature’. With this spell, one could call upon the spirits of nature to rally against their adversaries. It all began with the choice of a point within sight.

The enchantment cast by the caster brought forth the spirits, awakening the very earth itself within a 60-foot cube centered on that chosen point. Trees, rocks, and grasses within this area would come to life, animated by the spirits until the spell’s magic waned.

In this enchanted domain:

  • Grasses and Undergrowth: Any ground in the cube covered by grass or undergrowth became treacherous for the caster’s enemies, turning into difficult terrain that hindered their movement.
  • Trees: With each new dawn, the trees in the cube would lash out at the caster’s foes. At the beginning of each of the caster’s turns, any enemies within 10 feet of any tree in the area faced a daunting challenge. They had to swiftly dodge whipping branches or face the consequences: taking 4d6 slashing damage from the vengeful trees.
  • Roots and Vines: As the sun set, the roots and vines emerged from the earth, becoming a threat to the creatures that tread on them. By the end of each of the caster’s turns, one chosen creature, grounded within the cube’s bounds, had to summon their strength. They needed to succeed on a Strength saving throw or find themselves restrained until the magic of the spell faded. A restrained creature, however, could attempt to break free by using an action to make a Strength (Athletics) check against the caster’s spell save DC.
  • Rocks: In addition to the living flora, the caster wielded the power to launch loose rocks as a bonus action during their turn. They could hurl these rocks at a target they could see within the cube. The magic guided these projectiles with precision. When a rock hit its mark, it dealt 3d8 nonmagical bludgeoning damage. Additionally, the struck target had to muster their strength in a bid to remain standing. They needed to succeed on a Strength saving throw to avoid being knocked prone by the force of the blow.

This spell allowed those who cast it to harness the fury of nature and command its spirits to defend against their adversaries. It was a reminder that even the land itself could rise in defense of those who held its magic within their grasp.


Whirlwind: 7th-level

Casting Time: 1 action
Range: 300 feet
Components: V, M (a piece of straw)
Duration: Concentration, up to 1 minute

In ancient days, when the winds themselves were harnessed by skilled magicians, there existed a spell known as ‘Whirlwind.’ With this incantation, one could summon a furious tempest to a point on the ground of their choosing. This whirlwind was no mere breeze; it was a mighty force to be reckoned with, a 10-foot-radius, 30-foot-tall cyclone centered on that designated spot.

Once conjured, the whirlwind could be commanded by the caster. With a mere thought and a wave of their hand, they could direct its movement, shifting it up to 30 feet in any direction along the ground. As it moved, the whirlwind voraciously devoured anything Medium-sized or smaller that was unsecured and not carried or worn by anyone.

Now, should a creature find itself within the grasp of this tempest, they would have to contend with its wrath. When a creature first ventured into the whirlwind’s territory, whether by their own choice or by the whirlwind’s relentless advance, they faced a daunting challenge. They needed to make a nimble Dexterity saving throw. Those who faltered would endure the full brunt of the tempest, suffering 10d6 bludgeoning damage. Those who managed to dodge the worst of it still felt the sting, taking only half the damage.

But that was not all; the whirlwind’s grip was relentless. Any creature of Large size or smaller who failed their initial saving throw had to muster their strength. A challenging Strength saving throw would determine if they became restrained within the swirling vortex until the spell’s magic waned.

Once ensnared, the captive creature was not in control of their fate. Each turn they started within the whirlwind, they were pulled 5 feet higher, closer to the heart of the tempest. Only those at the top remained untouched. When the magic ceased, the unfortunate souls caught within the whirlwind would plummet, unless they had some means to stay aloft.

Yet hope was not lost for those who found themselves trapped. With tremendous effort, a restrained creature could make a valiant attempt to break free. They could use an action to make either a Strength or Dexterity check, pitting their resolve against the caster’s magical prowess. Success meant liberation, and the once-captive soul would be flung away from the whirlwind’s grasp, tumbling unpredictably in a random direction.

Such was the power of the Whirlwind spell, a reminder of the ancient days when wizards wielded the fury of the wind itself.

Guidance on Using Control Mastery Spells

In your pursuit of mastering Mastery Over Elements, it is vital to wield these spells with precision and care. The control over elemental forces carries immense potential, but also significant responsibility.

  1. Adapt to the Environment: Consider the surroundings when using elemental spells. Ice spells may freeze water sources, fire spells can ignite flammable materials, and wind spells may disrupt delicate structures.
  2. Collaborate with Allies: Coordinate with your companions to maximize the effectiveness of your elemental magic. Control Evocation spells can be used strategically to create advantageous situations on the battlefield.
  3. Safeguard Your Concentration: Many elemental spells require concentration to maintain their effects. Protect your concentration to ensure the uninterrupted control of your chosen elements.
  4. Expand Your Repertoire: Continuously expand your knowledge of elemental magic. New spells and techniques can offer creative solutions to a variety of challenges.

With these principles as your guide, you shall become a true master of Mastery Over Elements, bending the very elements to your will with precision and finesse.

 

Yours in the pursuit of control mastery,

Old Nan