Crystal Spells
Spellcasters in 5e often have a general difficulty with keeping harmony across their spell selections. I’ve endeavoured to create a wider roster of options for players who wish for consistent themes in their spell selection. Here is a list of Gemstone inspired spells. I might fold these into the general earth spells one day but for now they’re separate.
Quartz Vambrace
Level 1 Conjuration. (Sorcerer, Wizard)
Casting Time: Bonus Action
Range: Self
Components: V, S, M (A small shard of quartz)
Duration: Concentration, up to 1 minute
You encase your hand in a sharp crystal. For the duration your Unarmed strikes deal 1d10 Slashing damage and you gain a +1 bonus to your AC.
As a Magic action you can fire the crystal at a creature you can see within 30 feet of you. Make a ranged spell attack against the target. On a hit it takes 2d10 Piercing damage. Hit or miss, the spell ends.
Crystal Rain
Level 2 Evocation. (Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (Crushed pearls)
Duration: Instantaneous
Crystal shards fall from the sky in a 30-foot-high, 10-foot-radius centred on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. On a failed save it takes 2d8 Piercing damage, or half as much on a success
Until the end of the next turn, the ground within the Cylinder is covered in shattered crystals. Creatures take 1d8 Slashing damage if they move through the crystals. A creature takes this damage only once per turn.
Using a Higher-Level Spell Slot. The Piercing damage increases by 1d8 for each spell slot level above 2.
Shard Pull
Level 3 Evocation. (Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (a diamond worth 100+ GP)
Duration: Concentration, up to 1 minute
You pull crystals out of the ground in a 30-foot Cone originating from you. Each creature in the Cone must make a Dexterity saving throw. They take 5d6 Slashing damage on a failed save, or half as much on a success.
The crystals swirl around the diamond you hold, able to be redirected. Once before the spell ends, you can use a Magic Action to make a melee spell attack against a creature you can touch. On a hit, the target takes 5d6 Slashing damage.
Using a Higher-Level Spell Slot. The initial damage increases by 1d6 for each spell slot level above 3.
Coal to Diamond
Level 4 Conjuration. (Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S, M (A diamond worth 1000+ GP)
Duration: Concentration, up to 1 minute
You create a crystalline globe around a creature and attempt to crush it. One target creature within range must make a Dexterity saving throw or become trapped duration. While trapped in this way, the target is Incapacitated and their Speed is reduced to zero. At the end of each of the creature’s turns, it takes 4d6 Bludgeoning damage.
As an Action on their turn, the target can make an Strength (Athletics) check against your Spell Save DC. On a success, they break free and the spell ends.
Refractive Pillar
Level 5 Conjuration. (Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a pearl worth 5000+ GP)
Duration: 1 minute
You create a pillar of brilliant gemstone at a point that you can see within range. The pillar has an AC of 10 and 100 Hit Points.
When the pillar takes damage, shards of gemstone fly out in a 15-foot Emanation originating from it. Each creature within the Emanation must succeed a Dexterity saving throw or take Slashing damage equal to half the damage the pillar took.
