Page 156 - DnD 5e - Xanathar's Guide to Everything
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           Choose one creature you can see within range. Yellow   Whenever the affected creature chooses another
           strips of magical energy loop around the creature. The   creature as a target, it must choose the target at random
           target must succeed on a Strength saving throw, or its   from among the creatures it can see within range of the
           flying speed (if  any) is reduced to 0 feet for the spell's du-  attack, spell, or other ability it's using. lf  a n enemy pro-
           ration. An airborne creature affected by this s pell safely   vokes an opportunity attack from the affected creature,
           descends at 60 feet per round until it reaches the ground   the creature must make that attack if it is able to.
           or the spell ends.
                                                                ENERVATION
           EARTH 'TREMOR                                        5th-level necromancy
           1st-level evocation
                                                                Casting Time: 1 action
           Casting Time: 1 action                               Range: 60 feet
           Range: 10 feet                                       Components: V, S
           Components: V, S                                     Duration: Concentration, up to 1 minute
           Duration: Instantaneous
                                                                A tendril of inky darkness reaches out from you, touch-
           You cause a tremor in the ground within range. Each   ing a creature you can see within range to drain life
           creature other than you in that a rea must make a Dex-  from it. The target must make a Dexterity saving throw.
           terity saving throw. On a failed save, a creature takes   On a s uccessful save, the target takes 2d8 necrotic dam-
           ld6 bludgeoning damage and is knocked prone. If  the   age, a nd the spell ends. On a failed save, the target takes
           ground in that area is loose earth or stone, it becomes   4d8 necrotic damage, and until the spell ends, you can
           difficult terrain until cleared, with each 5-foot-diameter   use your action on each of  your turns to automatically
           portion requiring at least 1 minute to clear by hand.   deal 4d8 necrotic damage to the target. The spell ends
            At  Higher Levels. When you cast this spell  using a   if you use your action to do anything else, if the target is
          spell slot of 2nd level or higher, the da mage increases by   ever outside the s pell's range, or if the target has total
           ld6 for each slot level above 1s t.                  cover from you.
                                                                 Whenever the spell deals damage to a target, you re-
          ELEMENTAL BA NE                                       gain hit points equal to ha lf the amount of necrotic dam-
          4th-level transmutation                               age the target takes.
          Casting Time: 1 action                                 At  Higher Levels. When you cast this spell  using a
          Range: 90 feet                                        s pell slot of 6th level or higher, the damage increases by
          Components: V, S                                      ld8 for each slot level above 5th.
          Duration: Concentration, up to 1 minute
                                                                ERUPTING EARTH
          Choose one creature you can see within range, and     3rd-level transmutation
          choose one of the following damage types: acid, cold,
                                                                Casting  Time: 1 action
          fire, lightning, or thunder. The target must s ucceed on a
                                                                Range: 120 feet
          Constitution saving throw or be affected by the spell  for
                                                                Components: V, S, M (a piece of obsidian)
          its duration. The first time each turn the affected target
                                                                Duration: Instantaneous
          takes da mage of the chosen type, the target takes an ex-
          tra 2d6 damage of that type. Moreover, the target loses   Choose a point you can see on the ground within range.
          any resistance to that damage type until the spell ends.   A fountain of churned earth and stone erupts in a 20-
            At  Higher Levels. When you cast this spell using   foot cube centered on that point. Each creature in that
          a s pell slot of  5th level or higher, you can target one   area must make a Dexterity saving throw. A creature
          additional creature for each slot level above 4th. The   takes 3d12 bludgeoning damage on a failed save, or
          creatures must be within 30 feet of each other when you   half as much damage on a successful one. Additionally,
          target them.                                          the ground in that area becomes difficult terrain until
                                                               cleared. Each 5-foot-square portion of the area requires
          ENEMIES ABOUND                                       at least 1 minute to clear by hand.
          3rd-level enchantment                                  At  Higher Levels. When you cast this spell using a
          Casting  Time: 1 action                              spell slot of 4th level or higher, the da mage increases by
          Range: 120 feet                                       ld12 for each slot level above 3rd.
          Components: V, S
          Duration: Concentration, up to 1 minute              FAR STEP
                                                               Stli-level conjuration
          You reach into the mind of one creature you can see and
                                                               Casting Time: 1 bonus action
          force it to make an Intelligence saving throw. A creature
                                                               Range: Self
          automatically succeeds if it is immune to being fright-
                                                               Components: V
          ened. On a failed save, the target loses the ability to dis-
                                                               Duration: Concentration, up to 1 minute
          tinguish friend from foe, regarding all creatures it can
          see as enemies until the spell ends. Each time the target   You teleport up to 60 feet to an unoccupied space you
          takes damage, it can repeat the saving throw, ending the   can see. On each of  your turns before the spell ends, you
          effect on itself on a success.                       can use a bonus action to teleport in this way again.
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