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INF ER N AL C ALLI N G


          I NVESTITURE OF FLAME                                Until  the spell  ends, ice rimes your body, a nd you gain
          6th-level transmutation                              the following benefits:
          Casting Time: 1 action                               •  You are immune to cold  damage and have resistance
          Range: Self                                            to fi re damage.
          Components: V, S                                     •  You can move across difficult terrain created by ice or
          Duration: Concentration, up to 10 minutes              snow without spending extra  movement.
                                                               •  The ground in a  10-foot radius around you is icy and
          F lames race across your body, shedding bright light in   is difficult terrain for creatures other than you. The
          a 30-foot radius a nd dim light for an additional 30 feet
                                                                 radius moves with you.
          for the spell's duration. T he flames don't harm you. Until
                                                               •  You can use your action to create a 15-foot cone of
          the spell ends, you gain the following benefits:
                                                                 freezing wind extending from your outs tretched hand
          •  You ar e immune to fire damage a nd have resistance to   in a direction you choose. Each creature in the cone
            cold damage.                                         must make a Constitution saving throw. A creature
          •  Any creature that moves within 5 feet of you for the   takes 4d6 cold damage on a failed save, or half as
            first time on a  turn or ends its turn there takes l d lO   much da mage on a s uccessful one. A creature that
            fire damage.                                         fails its save agains t this effect has its s peed halved
            You can use your action to create a  line of fire  15 feet   until the start of your next turn.
            long and 5 feet wide extending from you in a direc-
            tion you choose. Each creature in the line must make   INVESTITURE OF STONE
            a Dexterity saving throw. A creature takes 4d8 fire   6th-level transmutation
            damage on a failed save, or half as much damage on a   Casting Time: 1 action
            successful one.
                                                               Range: Self
                                                               Components: V, S
          INVEST ITURE OF ICE
                                                               Duration: Concentration, up to 10 minutes
          6th-level transmutation
                                                               Until the spell ends, bits of rock spread across your
          Casting Time: 1 action
                                                               body, and you gain the following benefits:
          Range: Self
          Components: V, S                                     •  You have resistance to bludgeoning, piercing, and
          Duration: Concentration, up to 10 minutes              slashing damage from nonmagical attacks.

                                                                                               CHAPTER 3  I SPELLS
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