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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

