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•  You can use your action to create a small earthquake   MADDENING D ARKNESS
               on the ground in a 15-foot radius centered on you.   8th-level evocation
               Other creatures on that ground must succeed on a   Casting Time: 1 action
               Dexterity saving throw or be knocked prone.        Range: 150 feet
             •  You can move across difficult terrain made of earth   Components: V, M (a drop of pitch mixed with a drop
               or stone without spending extra movement. You can    of mercury)
               move through solid earth or stone as if it was air   Duration: Concentration, up to 10 minutes
               a nd without destabilizing it, but you can't end your
               movement there. If  you do so, you are ejected to the   Magical da rkness spreads from a point you choose
               nearest unoccupied space, this spell ends, a nd you are   within range to fill a 60-foot-radius sphere until the spell
               stunned until the end of  your next turn.          ends. The darkness spreads around corners. A creature
                                                                  with darkvision can't see through this darkness. Non-
             I NVESTIT URE  OF WIND                                magical light, as well  as light created by spells of 8th
             6th-level transmutation                               level or lower, can't illuminate the area.
                                                                    Shrieks, gibbering, a nd mad laughter can be heard
             Casting Time: 1 action
             Range: Self                                          within the sphere. Whenever a creature starts its turn in
             Components: V, S                                      the s phere, it must make a Wisdom saving throw, taking
             Duration: Concentration, up to 10 minutes            8d8 psychic damage on a failed save, or half as much
                                                                  damage on a successful one.
             Until  the spell ends, wind whirls around you, and you
             gain the following benefits:                          MAELSTROM
             •  Ra nged weapon attacks made against you have disad-  5th-level evocation
               vantage on the attack roll.                         Casting Time: 1 action
             •  You gain a flying s peed of 60 feet. If  you are still flying   Range: 120 feet
               when the spell ends, you fall, unless you can somehow   Components: V, S, M (paper or leaf in the shape
               prevent it.                                          of a funnel)
             •  You can use your action to create a 15-foot cube of   Duration: Concentration, up to 1 minute
               swirling wind centered on a point you can see within   A swirling mass of 5-foot-deep water appears in a 30-
               60 feet of you. Each creature in that area must make   foot radius centered on a point you can see within range.
               a Constitution saving throw. A creature takes 2d10   The point must be on the ground or in a body of  water.
               bludgeoning damage on a failed save, or half as much   Until the spell ends, that a rea is difficult terrain, a nd
               damage on a successful one. If  a Large or smaller   any creature that starts its turn there must succeed on a
               creature fails the save, that creature is a lso pushed up   Strength saving throw or take 6d6 bludgeoning damage
               to 10 feet away from the center of the cube.
                                                                   and be pulled 10 feet toward the center.
             I NVU LNERABILITY
                                                                   MAGIC S TONE
             9th-level abjuration
                                                                   Transmutation cantrip
             Casting Time: 1 action                               Casting Time: 1 bonus action
             Range: Self                                          Range: Touch
             Components: V, S , M (a small piece of adamantine    Components: V, S
               worth at least 500 gp, which the spell consumes)    Duration: 1 minute
             Duration: Concentration, up to 10 minutes
                                                                   You touch one to three pebbles and imbue them with
             You a re immune to all damage until the spell ends.   magic. You or someone else can make a ranged spell
                                                                   attack with one of the pebbles by throwing it or hurling
             LIFE TRAN SFE RE NCE
             3rd-level necromancy                                  it with a sling. lf  thrown, a pebble has a range of 60 feet.
                                                                   If  someone else attacks with a pebble, that attacker adds
             Casting Time: 1 action                               your spellcasting ability modifier, not the attacker's, to
             Range: 30 feet                                        the attack roll. On a hit, the target takes bludgeoning
             Components: V, S                                      damage equal to ld6 +your spellcasting ability modifier.
             Duration: Instantaneous                              Whether the attack hits or misses, the spell then ends
             You sacrifice some of  your health to mend another crea-  on the stone.
             ture's injuries. You take 4d8 necrotic damage, a nd one   If  you cast this spell again, the spell ends on any peb-
             creature of your choice that you can see within range re-  bles still affected by your previous casting.
             gains a number of hit points equa l to twice the necrotic
             damage you take.                                      MASS POLYMORPH
               At  Higher Levels. When you cast this spell using a   9th-level transmutation
             s pell slot of 4th level or higher, the damage increases by   Casting  Time: 1 action
             l d8 for each slot level above 3rd.                   Range: 120 feet
                                                                   Components: V, S , M (a caterpillar cocoon)
                                                                   Duration: Concentration, up to 1 hour



             CHAPTER 3  f SPELLS
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