Page 170 - Xanathar's Guide To Everything
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TOLL THE DEAD
                                                            Necromancy cantrr'p
                                                            Casting Time: 1 action
                                                            Range: 60 feet
                                                            Components: V, 8
                                                            Duration: Instantaneous
                                                            You point at one creature you can see within range,
                                                            and the sound of a dolorous bell fills the air around it
                                                            for a moment. The target must succeed on a Wisdom
                                                            saving throw or take 1d8 necrotic damage. If the target
                                                             is missing any of its hit points, it instead takes 1d] 2 ne—
                                                            crotic damage.
                                                              The spell’s damage increases by one die when you
                                                             reach 5th level (2d8 or 2(112), 11th level (3d8 or 3d12),
                                                             and 17th level (4d8 or 4dl2).
                                                            TRANSMUTE ROCK
                                                             5th-leve1 transmutation
                                                             Casting Time: 1 action
                                                             Range: 120 feet
                                                             Components: V, S, M (clay and water)
                                                             Duration: Until dispelled
                                                             You choose an area of stone or mud that you can see
                                                             that fits within a 40-foot cube and is within range, and
                                                             choose one of the following effects.
           TINY SERVANT                                       Transmute Rock to Mad. Nonmagical rock of any
           Tiny construct, unaligned                         sort in the area becomes an equal volume of thick, flow-
                                                             ing mud that remains for the spell’s duration.
           Armor Class 15 (natural armor)                     The ground in the spell’s area becomes muddy enough
           Hit Points 10 (4:14)                              that creatures can sink into it. Each foot that a creature
           Speed 30 ft., climb 30 ft.                        moves through the mud costs 4 feet of movement, and

             STR    DEX    CON      INT   WIS     CHA        any creature on the ground when you cast the spell must
            4(—3)   16(+3)  10(+0)  2(—4)  10(+0)  l(—5)     make 3 Strength saving throw. A creature must also
                                                             make the saving throw when it moves into the area for
           Damage Immunities poison, psychic                 the first time on a turn or ends its turn there. On a failed
           Condition Immunities blinded, charmed, deafened, exhaustion,  save, a creature sinks into the mud and is restrained,
            frightened, paralyzed, petrified, poisoned        though it can use an action to end the restrained condi-
           Senses blindsight 60 ft. (blind beyond this radius), passive  tion on itself by pulling itself free of the mud.
            Perception 10                                     If you cast the spell on a ceiling, the mud falls. Any
           Languages —                                       creature under the mud when it falls must make a Dex-
           Acne N s                                          terity saving throw. A creature takes 4d8 bludgeoning
                                                             damage on a failed save, or half as much damage on a
           Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  successful one.
           Hit: 5 (M4 + 3) bludgeoning damage.                 Transmute Mud to Rock. Nonmagical mud or quick-
         I—                                                  sand in the area no more than 10 feet deep transforms
           mand to each one.) You decide what action the creature  into soft stone for the spell’s duration. Any creature in
           will take and where it will move during its next turn, or  the mud when it transforms must make a Dexterity sav—
           you can issue a simple, general command, such as to  ing throw. On a successful save, a creature is shunted
           fetch a key, stand watch, or stack some books. If you is—  safely to the surface in an unoccupied space. On a failed
           sue no commands, the servant does nothing other than  save, a creature becomes restrained by the rock. A re—
           defend itself against hostile creatures. Once given an  strained creature, or another creature within reach, can
           order, the servant continues to follow that order until its  use an action to try to break the rock by succeeding on
           task is complete.                                 a DC 20 Strength check or by dealing damage to it. The
             When the creature drops to 0 hit points, it reverts to  rock has AC 15 and 25 hit points, and it is immune to
           its original form, and any remaining damage carries  poison and psychic damage.
           over to that form.
             At Higher Levels. When you cast this spell using a
           spell slot of 4th level or higher, you can animate two ad-
           ditional objects for each slot level above 3rd.
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