Page 172 - Xanathar's Guide To Everything
P. 172

Any creature in the spheres space must make a   WORD or RADIANCE
           Strength saving throw. On a successful save, a creature  Evocation cantrt'p
           is ejected from that space to the nearest unoccupied  Casting Time: 1 action
           space of the creature’s choice outside the sphere. A  Range: 5 feet
           Huge or larger creature succeeds on the saving throw  Components: V, M (a holy symbol)
           automatically, and a Large or smaller creature can  Duration: Instantaneous
           choose to fail it. On a failed save, a creature is restrained
           by the sphere and is engulfed by the water. At the end of  You utter a divine word, and burning radiance erupts
           each of its turns, a restrained target can repeat the sav—  from you. Each creature of your choice that you can see
           ing throw, ending the effect on itself on a success.  within range must succeed on a Constitution saving
             The sphere can restrain as many as four Medium or  throw or take ld6 radiant damage.
           smaller creatures or one Large creature. If the sphere  The spell’s damage increases by 1d6 when you reach
           restrains a creature that causes it to exceed this capac-  5th level (2d6), 11th level (3d6), and 17th level (4d6).
           ity, a random creature that was already restrained by the  WRATH OF NATURE
           sphere falls out of it and lands prone in a space within 5
           feet of it.                                       5th—level evocation
             As an action, you can move the sphere up to 30 feet  Casting Time: 1 action
           in a straight line. If it moves over a pit, a cliff, or other  Range: 120 feet
           drop-off, it safely descends until it is hovering 10 feet  Components: V, S
           above the ground. Any creature restrained by the sphere  Duration: Concentration, up to 1 minute
           moves with it. You can ram the sphere into creatures,  You call out to the spirits of nature to rouse them
           forcing them to make the saving throw.            against your enemies. Choose a point you can see
             When the spell ends, the sphere falls to the ground  within range. The spirits cause. trees, rocks, and grasses
           and extinguishes all normal flames within 30 feet ofit.  in a 60-foot cube centered on that point to become ani-
           Any creature restrained by the sphere is knocked prone  mated until the spell ends.
           in the space where it falls. The water then vanishes.  Grasses and Undergrowth. Any area of ground in the
           WHIRLWIND                                         cube that is covered by grass or undergrowth is difficult
                                                             terrain for your enemies.
           7tit-level evocation                                Trees. At the start of each of your turns, each of your
           Casting Time: 1 action                            enemies within 10 feet of any tree in the cube must suc—
           Range: 300 feet                                   ceed on a Dexterity saving throw or take 4d6 slashing
           Components: V, M (a piece of straw)               damage from whipping branches.
           Duration: Concentration, up to 1 minute             Roots and Vines. At the end of each of your turns, one
           A whirlwind howls down to a point that you can    creature of your choice that is on the ground in the cube
           see on the ground within range. The whirlwind is a  must succeed on a Strength saving throw or become
            10-foot—radius, 30—foot—high cylinder centered on that  restrained until the spell ends. A restrained creature
           point. Until the spell ends, you can use your action to  can use an action to make a Strength (Athletics) check
           move the whirlwind up to 30 feet in any direction along  against your spell save DC, ending the effect on itself on
           the ground. The whirlwind sucks up any Medium or  a success.
           smaller objects that aren’t secured to anything and that  Rocks. As a bonus action on your turn, you can cause
           aren’t worn or carried by anyone.                 a loose rock in the cube to launch at a creature you can
             A creature must make a Dexterity saving throw the  see in the cube. Make a ranged spell attack against the
           first time on a turn that it enters the whirlwind or that  target. On a hit, the target takes 3d8 nonmagical blud-
           the whirlwind enters its space, including when the whirl-  geoning damage, and it must succeed on a Strength
           wind first appears. A creature takes 10d6 bludgeoning  saving throw or fall prone.
            damage on a failed save, or half as much damage on a  ZEPHYR STRIKE
            successful one. In addition, a Large or smaller creature
            that fails the save must succeed on a Strength saving  lat—level transmutation
            throw or become restrained in the whirlwind until the  Casting Time: 1 bonus action
            spell ends. When a creature starts its turn restrained by  Range: Self
            the whirlwind, the creature is pulled 5 feet higher inside  Components: V
            it, unless the creature is at the top. A restrained creature  Duration: Concentration, up to 1 minute
            moves with the whirlwind and. falls when the spell ends,  You move like the wind. Until the spell ends, your move-
            unless the creature has some means to stay aloft.  ment doesn’t provoke opportunity attacks.
             A restrained creature can use an action to make a  Once before the spell ends, you can give yourself ad—
            Strength or Dexterity check against your spell save DC.  vantage on one weapon attack roll on your turn. That at-
            If successful, the creature is no longer restrained by the  tack deals an extra 1d8 force damage on a hit. Whether
            whirlwind and is hurled 3d6 X 10 feet away from it in a  you hit or miss, your walking speed increases by 30 feet
            random direction.                                until the end of that turn.
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