Page 172 - DnD 5e - Xanathar's Guide to Everything
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Any creature in the sphere's s pace must make a    WORD OF RADIANCE
           Strength saving throw. On a successful save, a creature   Evocation cantrip
           is ejected from that space to the nearest unoccupied   Casting  Time: 1 action
           space of the creature's choice outside the sphere. A   Range: 5 feet
           Huge or larger creature succeeds on the saving throw   Components: V, M (a holy symbol)
           automatically, and a Large or smaller creature can   Duration: Instantaneous
           choose to fail  it. On a failed save, a creature is restrained
           by the sphere and is engulfed by the water. At the end of   You utter a divine word, and burning radiance erupts
           each of its turns, a restrained target can repeat the sav-  from you. Each creature of  your choice that you can see
           ing throw, ending the effect on itself on a s uccess.   within range must  succeed on a Constitution saving
             The sphere can restrain as many as four Medium or   throw or take ld6 radiant damage.
           smaller creatures or one Large creature. If the sphere   The spell's damage increases by ld6 when you reach
           restrains a creature that causes it to exceed this capac-  5th level (2d6), 11th level (3d6), and 17th level (4d6).
           ity, a ra ndom creature that was already restrained by the
           sphere falls out of it and lands prone in a space within 5   WRATH OF NATURE
                                                                5th-level evocation
            feet of it.
             As an action, you can move the sphere up to 30 feet   Casting Time: 1 action
           in a straight line. If it moves over a pit, a cliff, or other   Range: 120 feet
           drop-off, it safely descends until it is hovering 10 feel   Components: V, S
           above the ground. Any creature restrained by the sphere   Duration: Concentration, up to 1 minute
           moves with it. You can ram the sphere into creatures,   You call out to the spirits of nature to rouse them
           forcing them to make the saving throw.                against your enemies. Choose a point you can see
             When the spell ends, the sphere falls to the ground   within range. The s pirits cause trees, rocks, and grasses
            and extinguishes all  normal flames within 30 feet of it.   in a 60-foot cube centered on that point to become ani-
           Any creature restrained by the sphere is knocked prone   mated until the spell ends.
            in the s pace where it falls. The water then vanishes.   Grasses and  Undergrowth. Any area of ground in the
                                                                 cube that is covered by grass or undergrowth is difficult
           WHIRLWIND                                             terrain for your enemies.
            7th-level evocation
                                                                  Trees. At the start of each of  your turns, each of  your
            Casting Time: 1 action                               enemies within 10 feet of any tree in the cube must suc-
            Range: 300 feet                                      ceed on a Dexterity saving throw or take 4d6 slashing
            Components: V,  M (a piece of straw)                 damage from whipping branches.
            Duration: Concentration, up to 1 minute               Roots  and Vines. At the end of each of your turns, one
            A whirlwind howls down to a point that you can       creature of  your choice that is on the ground in the cube
            see on the ground within range. The whirlwind is a   must succeed on a Strength saving throw or become
            10-foot-radius, 30-foot-high cylinder centered on that   restrained until  the spell ends. A restrained creature
            point. Until the spell ends, you can use your action to   can use an action to make a Strength (Athletics) check
            move the whirlwind up to 30 feet in any direction along   against your spell save DC, ending the effect on itself on
            the ground. The whirlwind sucks up any Medium or     a s uccess.
            smaller objects that aren't secured to anything and that   Rocks. As a bonus action on your turn, you can cause
            aren't worn or carried by anyone.                    a loose rock in the cube to launch at a creature you can
             A creature must make a Dexterity saving throw the   see in the cube. Make a ranged s pell attack against the
            first time on a turn that it enters the whirlwind or that   target. On a bit, the target takes 3d8 nonmagical blud-
            the whirlwind enters its space, including when the whirl-  geoning damage, and it must succeed on a Strength
            wind first appears. A creature takes 10d6 bludgeoning   saving throw or fall prone.
            damage on a failed save, or half as much damage on a
            successful one. In addition, a Large or smaller creature   ZEPHYR STRIKE
            that fails the save must succeed on a Strength saving   1st-level transmutation
            throw or become restrained in the whirlwind until the   Casting Time: 1 bonus action
            spell ends. When a creature starts its turn restrained by   Range: Self
            the whirlwind, the creature is pulled 5 feet higher inside   Components: V
            it, unless the creature is at the top. A restrained creature   Duration: Concentration, up to 1 minute
            moves with the whirlwind and falls when the spell ends,   You  move like the wind. Until the spell ends, your move-
            unless the creature has some means to stay aloft.    ment doesn't provoke opportunity attacks.
              A restrained creature can use an action to make a    Once before the spell ends, you can give yourself ad-
            Strength or Dexterity check against your spell save DC.   vantage on one weapon attack roll on your turn. That at-
            If  s uccessful, the creature is no longer restrained by the   tack deals an extra ld8 force damage on a hit. Whether
            whirlwind and is hurled 3d6 x 10 feet away from it in a   you hit or miss, your walking speed increases by 30 feet
            random direction.                                    until the end of that turn.





                                                                                                CHAPTER 3  I SPELLS
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