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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