Page 170 - Xanathar's Guide To Everything
P. 170
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.

