Page 162 - Xanathar's Guide To Everything
P. 162
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 spellfiand 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 failed 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 hit 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 has 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 normal form. 6th—Ievel 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 Range: 60 feet
do anything else that requires hands or speech. 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—ievei transmutation target succeeds automatically if it is immune to being
Casting Time: 1 action charmed. On a successful save, the target takes 5d10
Range: 30 feet psychic damage, and the spell ends. On a failed save,
Components: V, S, M (a miniature hand sculpted the target takes 5d10 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 target
to perceive itself as being surrounded by fire, floating
You choose a S—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 any part of its body
the target takes 2d6 bludgeoning damage and is re- through it, the target takes 10d10 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—Ieve1 conjuration
failed save, or half 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 spell save DC. Components: V, S, M (a diamond worth at least 500 gp,
On a success, 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
MELF’S MINUTE METEORS harmlessly lifted up as the fortress rises.
3rd—ievel 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 are each 80 feet long, creating an en-
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