Page 156 - Xanathar's Guide To Everything
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Choose one creature you can see within range. Yellow  Whenever the affected creature chooses another
           strips of magical energy loop around the creature. The  creature as a target, it must choose the target at random
           target must succeed on a Strength saving throw, or its  from among the creatures it can see within range of the
           flying speed (if any) is reduced to 0 feet for the spell’s du-  attack, spell, or other ability it’s using. If an enemy pro-
           ration. An airborne creature affected by this spell safely  vokes an opportunity attack from the affected creature,
           descends at 60 feet per round until it reaches the ground  the creature must make that attack if it is able to.
           or the spell ends.
                                                             ENERVATION
           EARTH TREMOR                                      5th-1eve1 necromancy
           list—level evocation                              Casting Time: 1 action
           Casting Time: 1 action                            Range: 60 feet                                           3pc.
           Range: 10 feet                                    Components: V, 8                                         __
           Components: V, 5                                  Duration: Concentration, Up to 1 minute                  "'.-.I'-:=-.="""-=
           Duration: Instantaneous                                                                                    "
                                                             A tendril of inky darkness reaches out from you, touch-
           You cause a tremor in the ground within range. Each  ing a creature you can see within range to drain life
           creature other than you in that area must make a Dex—  from it. The target must make a Dexterity saving throw.
           terity saving throw. On a failed save, a creature takes  On a successful save, the target takes 2d8 necrotic dam—
           1d6 bludgeoning damage and is knocked prone. If the  age, and the spell ends. On a failed save, the target takes
           ground in that area is loose earth or stone, it becomes  4d8 necrotic damage, and until the spell ends, you can
           difficult terrain until cleared, with each 5-foot-diameter  use your action on each of your turns to automatically
           portion requiring at least 1 minute to clear by hand.  deal 4d8 necrotic damage to the target. The spell ends
            At Higher Levels. When you cast this spell using a  ifyou use your action to do anything else, ifthe target is
           spell slot of 2nd level or higher, the damage increases by  ever outside the spell’s range, or if the target has total
           1d6 for each slot level above lst.                cover from you.
                                                              Whenever the spell deals damage to a target, you re
           ELEMENTAL BANE                                    gain hit points equal to half the amount of necrotic dam-
           4th-1evel transmutation                           age the target takes.
           Casting Time: 1 action                             At Higher Levels. When you cast this spell using a
           Range: 90 feet                                    spell slot of 6th level or higher, the damage increases by
           Components: V, S                                  MB for each slot level above 5th.
           Duration: Concentration, up to 1 minute
                                                             ERUPTING EARTH
           Choose one creature you can see within range, and  3rd—Ieve1 transmutation
           choose one of the following damage types: acid, cold,
           fire, lightning, or thunder. The target must succeed on a  Casting Time: 1 action
           Constitution saving throw or be affected by the spell for  Range: 120 feet
           its duration. The first time each turn the affected target  Components: V, S, M (a piece of obsidian)
           takes damage of the chosen type, the target takes an ex—  Duration: Instantaneous
           tra 2d6 damage of that type. Moreover, the target loses  Choose a point you can see on the ground within range.
           any resistance to that damage type until the spell ends.  A fountain of churned earth and stone erupts in a 20—
            At Higher Levels. When you cast this Spell using  foot cube centered on that point. Each creature in that
           a spell slot of 5th level or higher, you can target one  area must make a Dexterity saving throw. A creature
           additional creature for each slot level above 4th. The  takes 3d12 bludgeoning damage on a failed save, or
           creatures must be within 30 feet of each other when you  half as much damage on a successful one. Additionally,
           target them.                                     the ground in that area becomes difficult terrain until
                                                            cleared. Each 5-foot-square portion of the area requires
           ENEMIES ABOUND                                   at least 1 minute to clear by hand.
          3rd—ievei enchantment                               AtHfgher Levels. When you cast this spell using a
          Casting Time: 1 action                            spell slot of 4th level or higher, the damage increases by
          Range: 120 feet                                   ld12 for each slot level above 3rd.
          Components: V, S
          Duration: Concentration, up to 1 minute           FAR STEP
                                                            5th—1eve1 conjuration
          You reach into the mind of one creature you can see and
          force it to make an Intelligence saving throw. A creature  Casting Time: 1 bunus action
          automatically succeeds if it is immune to being fright—  Range: Self
          ened. On a failed save, the target loses the ability to dis-  Components: V
          tinguish friend from foe, regarding all creatures it can  Duration: Concentration, up to 1 minute
          see as enemies until the spell ends. Each time the target  You teleport up to 60 feet to an unoccupied space you
          takes damage, it can repeat the saving throw, ending the  can see. On each of your turns before the spell ends, you
          effect on itself on a success.                    can use a bonus action to teleport in this way again.




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