1. Objects

Book of Elemental Essences

Book (Requires attunement)

The Book of Elemental Essences is a substantial leather-bound book with an intricate and oriental design of swirling elemental symbols etched on its cover. As one opens the book, they feel a faint warmth emanating from its pages, and the air around them seems to crackle with static energy. Upon flipping through the pages, the book contains detailed descriptions of the four primary elemental forces - Fire, Ice, Air, and Earth. Each section is filled with vivid illustrations, diagrams, and notes on how to manipulate these elements through magical means.

Attunement:

To harness the magical knowledge within, a creature must spend a short rest studying and attuning themselves to the Book of Elemental Essences. During this process, they begin to understand the fundamental nature of the elements and gain an intuitive grasp of their inner workings. Once attuned, the reader gains the ability to cast one minor elemental spell of their choice per day, selecting one from the following options:

  • Burning Hands: As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

  • Ice Knife: You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

  • Thunderwave: A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

  • Earth Tremor: You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

Spellcasting:

The chosen spell can be cast once per short rest without expending a spell slot. The creature must use the book as a focus while casting the spell, reciting the arcane verses found within its pages.