Page 155 - DnD 5e - Xanathar's Guide to Everything
P. 155

40-foot-high cylinder of bright light glimmers there. This   with grasping weeds a nd vines, as if they were affected
            light is sunUght.                                    by a n entangle spell. To a creature immune to this effect,
             When the cylinder appears, each creature in it must   the weeds and vines feel soft and reshape themselves to
            make a Constitution saving throw, taking 4dl0 radiant   serve as temporary seats or beds.
            damage on a failed save, or half  as much damage on a   Grove Guardians. You can animate up to four trees
            successful one. A creature must also make this saving   in the area, causing them to uproot themselves from
            throw whenever it ends its turn in the cylinder.     the ground. These trees have the same statistics as an
             If  you're within 60 feet of the cylinder, you can move it   awakened tree, which appears in the Monster Manual,
            up to 60 feet as a bonus action on your turn.        except they can't speak, and their bark is covered with
                                                                 druidic symbols. If  a ny creature not immune to this
            DRAGON'S BREATH                                      effect enters the warded area, the grove guardians fight
            2nd-level transmutation                              until they have driven off or sla in the intruders. The
                                                                 grove guardians also obey your spoken commands (no
            Casting Time: 1 bonus action                         action required by you) that you issue while in the area.
            Range: Touch
            Components: V, S, M (a hot pepper)                   If  you don't give them comma nds and no intruders are
            Duration: Concentration, up to 1 minute              present, the grove gua rdia ns do nothing. The grove
                                                                 guardians can't leave the warded area. When the spell
            You touch one willing creature and imbue it with the   ends, the magic animating them disappears, and the
            power to spew magical energy from its mouth, provided   trees take root again if possible.
            it has one. Choose acid, cold, fire, lightning, or poison.   Additional  Spell  Effect. You can place your choice
            Until the spell ends, the creature can use an action to   of  one of the following magical effects within the
            exhale energy of the chosen type in a 15-foot cone. Each   warded area:
            creature in that area must make a Dexterity saving
            throw, taking 3d6 damage of the chosen type on a failed   •  A constant gust of  wind in two locations of  your choice
            save, or half as much damage on a successful  one.   •  Spil<e growth in one location of  your choice
             At  Higher Levels. When you cast this spell  using a   •  Wind wall in two locations of  your choice
            spell slot of 3rd level or higher, the damage increases by   To a creature immune to this effect, the winds are a
            l d6 for each slot level above 2nd.                  fragrant, gentle breeze, a nd the area of spil<e growth
                                                                 is harmless.
            DRUID  GROVE
            6th-level abjuration                                 DUST DEVIL
            Casting Time: 10 minutes                             2nd-level conjuration
            Range: Touch                                         Casting Time: 1 action
            Components: V, S, M (mistletoe, which the spell con-  Range: 60 feet
              sumes, that was harvested with a golden sickle under   Components: V, S, M (a pinch of dust)
              the light of a full moon)                          Duration: Concentration, up to 1 minute
            Duration: 24 hours
                                                                 Choose an unoccupied 5-foot cube of air that you can
            You invoke the spirits of nature to protect an area out-  see within range. An elemental force that resembles
            doors or underground. The area can be as small as a   a dust devil appears in the cube and lasts for the
            30-foot cube or as la rge as a 90-foot cube. Buildings and   spell's duration.
            other structures are excluded from the affected area. If   Any creature that ends its turn within 5 feet of the
            you cast this spell  in the same area every day for a year,   dust devil  must make a Strength saving throw. On a
            the spell lasts until dispelled.                      failed save, the creature takes ld8 bludgeoning damage
              The spell creates the following effects within the area.   and is pushed 10 feet away from the dust devil. On a suc-
            When you cast this spell, you can specify creatures as   cessful save, the creature takes half as much damage
            friends who are immune to the effects. You can also   and isn't pushed.
            specify a password that, when spoken aloud, makes the   As a bonus action, you can move the dust devil up to
            speaker immune to these effects.                     30 feet in any direction. If  the dust devil moves over
              The entire warded area radiates magic. A dispel magic   sand, dust, loose dirt, or light gravel, it sucks up the ma-
            cast on the area, if successful, removes only one of the   terial and forms a 10-foot-radius cloud of debris around
            following effects, not the entire area. That spell's caster   itself that lasts until the start of  your next turn. The
            chooses which effect to end. Only when all its effects are   cloud heavily obscures its area.
            gone is this spell dispelled.                          At  Higher Levels. When you cast this spell using a
              Solid  Fog. You can fill any number of 5-foot squares   spell slot of 3rd level or higher, the damage increases by
            on the ground with thick fog, making them heavily ob-  ld8 for each slot level above 2nd.
            scured. The fog reaches 10 feet high. In addition, every
            foot of movement through the fog costs 2 extra feet. To a   EARTHBIND
            creature immune to this effect, the fog obscures nothing   2nd-level transmutation
            and looks like soft mist, with motes of green light float-  Casting Time: 1 action
            ing in the air.                                       Range: 300 feet
              Grasping Undergrowth. You can fill  any number of   Components: V
            5-foot squares on the ground that aren't filled with fog   Duration: Concentration, up to 1 minute


            CHAPTER 3  I SPELLS
   150   151   152   153   154   155   156   157   158   159   160