Page 162 - DnD 5e - Xanathar's Guide to Everything
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You transform up to ten creatures of your choice that Components: V, S, M (niter, sulfur, and pine tar formed
you can see within range. An unwilling target must suc- into a bead)
ceed on a Wisdom saving throw to resist the transforma- Duration: Concentration, up to 10 minutes
tion. An unwilling shapechanger automatically succeeds
You create six tiny meteors in your space. They float
on the save. in the air and orbit you for the spell's duration. When
Each target assumes a beast form of your choice, and
you cast the spell- and as a bonus action on each of
you can choose the same form or different ones for each
your turns thereafter- you can expend one or two of
target. The new form can be any beast you have seen
the meteors, sending them streaking toward a point or
whose challenge rating is equal to or less than the tar- points you choose within 120 feet of you. Once a me-
get's (or half the target's level, if the target doesn't have a teor reaches its destination or impacts against a solid
challenge rating). The target's game statistics, including
surface, the meteor explodes. Each creature within 5
mental ability scores, are replaced by the statistics of
feet of the point where the meteor explodes must make
the chosen beast, but the target retains its hit points, a Dexterity saving throw. A creature takes 2d6 fire
alignment, and personality. damage on a fai led save, or half as much damage on a
Each target gains a number of temporary hit points successful one.
equal to the hit points of its new form. These temporary
At Higher Levels. When you cast this spell using a
hit points can't be replaced by temporary bit points from
spell slot of 4th level or higher, the number of meteors
another source. A target reverts to its normal form when created increases by two for each slot level above 3rd.
it bas no more temporary hit points or it dies. If the spell
ends before then, the creature loses all its temporary hit MENTAL PRISON
points and reverts to its norma l form. 6th-level illusion
The creature is limited in the actions it can perform by Casting Time: 1 action
the nature of its new form. It can't speak , cast spells, or
do anything else that requires hands or speech. Range: 60 feet
Components: S
The target's gear melds into the new form. The target
Duration: Concentration, up to 1 minute
can't activate, use, wield, or otherwise benefit from any
of its equipment. You attempt to bind a creature within an illusory cell
that only it perceives. One creature you can see within
MAXIMILIAN'S EARTHEN GRASP range must make an Intelligence saving throw. The
2nd-level transmutation target succeeds automatically if it is immune to being
Casting Time: 1 action charmed. On a successful save, the target takes SdlO
Range: 30 feet psychic damage, and the spell ends. On a failed save,
Components: V, S, M (a miniature hand sculpted the target takes SdlO psychic damage, and you make
from clay) the area immediately around the target's space appear
Duration: Concentration, up to 1 minute dangerous to it in some way. You might cause the ta rget
to perceive itself as being surrounded by fire, floating
You choose a 5-foot-square unoccupied space on the
razors, or hideous maws filled with dripping teeth.
ground that you can see within range. A Medium hand
Whatever form the illusion takes, the target can't see or
made from compacted soil rises there and reaches for
hear anything beyond it and is restrained for the spell's
one creature you can see within 5 feet of it. The target
duration. If the target is moved out of the illusion, makes
must make a Strength saving throw. On a failed save,
a melee attack through it, or reaches a ny part of its body
the target takes 2d6 bludgeoning damage and is re-
through it, the target takes lOdlO psychic damage, and
strained for the spell's duration.
the spell ends.
As an action, you can cause the hand to crush the
restrained target, which must make a Strength saving MIGHTY FORTRESS
throw. The target takes 2d6 bludgeoning damage on a 8th-level conjuration
failed save, or ha lf as much damage on a successful one.
Casting Time: 1 minute
To break out, the restrained target can use its action
Range: 1 mile
to make a Strength check against your s pell save DC.
Components: V, S, M (a diamond worth at least 500 gp,
On a s uccess, the target escapes and is no longer re-
which the spell consumes)
strained by the hand.
Duration: Instantaneous
As an action, you can cause the hand to reach for a
different creature or to move to a different unoccupied A fortress of stone erupts from a square area of ground
space within range. The hand releases a restrained tar- of your choice that you can see within range. The area is
get if you do either. 120 feet on each side, and it must not have any buildings
or other structures on it. Any creatures in the area are
1
MELF S MINUTE METEORS harmlessly lifted up as the fortress rises.
3rd-level evocation The fortress has four turrets with square bases, each
Casting Time: 1 action one 20 feet on a side and 30 feet tall, with one turret on
Range: Self each corner. The turrets are connected to each other by
stone walls that a re each 80 feet long, creating an en-
CHAPTER 3 ) SPELLS
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