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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