Speak to Plants. Talk to plants and fungi can provide me with information within a 1 mile radius of them and on successful persuasion check can enlist them in a task if they are able to do it.
Ice Blast*. Cone of ice deals 3d6 points frost damage, can cast at a 3rd level for 5d6, creatures are entitled to a con save if they succeed they take half damage, if fail they take full damage and become restrained for 2 rounds and can attempt the save again every turn (restrained targets cannot move, and attack rolls have advantage against them, and disadvantage on defense rolls)
Wood Shape/Warp Wood. Rearranges wooden objects to suit you (reference stone shape in 5th edition) 3rd level upgrade (the limit can go to 10ft in any dimension) if cast at 3rd level causes the would to rot
Fire Breath*. You can breathe fire once/round; flame deals 2d6 in a 10ft line, can cast spell at higher levels, adding 2d6 damage and 10ft per level used. duration concentration up to 30sec
Terra Cotta Warrior*. Enlarges and animates a statuette as a Medium-size animated object to fight for you.
Magnetism*. Draw iron or steel objects to yourself (concentration up to 1 min) cast in 1 of 2 ways, cant change midcast reach is 30ft
- can pull on single object at a time with strength contests if held or tethered
- attract all metallic objects to you, but no contest
Steam Breath*. 1d6 damage per level, 30-ft. cone
Rusting Grasp. Your touch corrodes metallic objects that are nonmagic of medium size or smaller, or a section of metal no more than 2.5ft in any dimension. merely touching the object will cover the top layer with rust, continual contact (30 seconds) rusts all the way through and crumbles. can cast as a 4th level which increases the dimensions to 5ft and touching a small metallic object instantly crumbles.
Fire Shield. Creatures attacking you take fire damage; you’re protected from heat or cold. (concentration up to 1 min) page 232 players handbook, depending on which type (cold or hot gain resistance to that type of damage) those that attack me take 3d6 fire damage, before the end of the spell duration, i can disperse the shield to deal 3d4 fire in a 10ft radius around me, targets can dex save, dispersing ends the spell
Solid Fog.Blocks vision and slows movement,fog is 30ft sphere, range is 60ft, duration up to 1 min, creatures who attempt to move through the fog move at half speed, the fog provides total concealment to those in the fog, and those in it can only see 5ft, projectiles that enter the fog travel only half their remaining distance, and those that fall through the fog take half falling damage. creatures in a gaseous form can spend 5ft of movement to appear anywhere in the fog
Terra Cotta Lion*. As terra cotta warrior, but creates a large animated object
Wall of elements: casting range 120ft, duration up to 1 minute this spell can not be cast as a higher level, fire: reference wall of fire, ice: reference wall of ice except does not deal initial cold damage, stone: as wall of stone maintaining the concentration doesnt make it permanent, iron: reference wall of stone for dimension and form. must merge with and supported by a solid surface of any material. is 1inch thick is vulnerable to piercing damage, concentration makes it permanent. if the wall is broken, any creature passing through the breach in the wall must make an unskilled dex check, they take 3d6 slashing damage on fail, none with success. wind: reference wind wall.
Maelstorm: 5ft deep 60ft diameter whirlpool. page 20 elemental evil
The djinni’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, detect magic, thunderwave
3/day each: create food and water (can create wine instead of water), tongues, wind walk 1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift
Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.
Disguise self at will, lasts longer than normal
Wish: must be captured against will
A room that is perfectly comfortable, depicting realistic scenery of the user of the room’s choice. A beautiful meadow, a colorful sunset at the edge of a forest, the sounds of waves crashing on a shore, clear night sky with insects of the night casually chirping, etc. The temperature always adjusts to be comfortable to whomever is using it. The room also seems to be filled with the warm richness of sunlight and fresh air. Resting in this room for 24 hours restores 2 ability point damage, or cures common sickness in 48 hours. Malignant diseases are cured in 1 week. Creatures on the verge of dying are stabilized when brought into the room as well, though they must be healed before leaving it.