xanathars guide to everything

(Jeff_L) #1
At Higher Levels. Whe n you cas t this sp ell using
a s pell s lot of 5t h leve l o r higher, you ca n target o ne
additiona l c re a ture for each slot le ve l above 4th. The
c reatures mus t be within 30 fee t of eac h othe r whe n you
ta rget the m.

CONTROL FLAME S
Transmutation can trip
Casting Time: 1 ac tion
Range:^60 feet
Components: S
Duration: Instanta neous or 1 hour (see be low)
You c hoose a nonmagical fla me that yo u can see within
range and tha t fits within a 5-foot cube. You affect it in
o ne of the following ways :


  • Yo u instanta neously expand the fla me 5 feet in o ne
    directi o n , provide d tha t wood or othe r fue l is present
    in the new locati o n.

  • Yo u ins tanta neously extinguish the fla mes
    within t he cube.

  • Yo u do uble or ha lve the area of bright lig h t and dim
    light cast by the fla me, change its colo r, or both. The
    c ha nge lasts for 1 hour.

  • Yo u cause s imple sha pes-suc h as the vague form of a
    c reature, a n inanima te objec t, or a locatio n- to appear
    within the fla mes and animate as you like. The sha pes
    last for 1 hour.


If you cast this spell multiple times, yo u can h ave up to


three no n-instantaneous effects c reate d by it active at a
time, and you can dis miss s uc h an effec t as an action.

CONTROL WINDS
5th-le vel transmutation
Casting Time: 1 acti o n
Range: 300 feet
Components: V, S
Duration: Concentra tio n , up to 1 hour
Yo u ta ke control o f the air in a 100 -foot cube tha t you
can see wit hin range. Choose one of the following ef-
fects whe n yo u cast the spell. The effect lasts for the
s pell's dura ti o n , unless you use your a c tio n on a la te r
turn to s witch to a diffe re nt effect. Yo u can also use your
acti o n to tempo ra rily halt the effec t o r to restart one
you've halte d.
Gusts. A wind pic ks up within the cube, continu-
ally blowing in a ho rizonta l direction you designate.
You c hoose the inte ns ity o f the wind: calm, mode ra te,
o r strong. If the wind is moderate or stro ng, ra nged
weapo n attacks tha t ente r or leave the cube or pass
thro ug h it h ave disadvantage on t heir attack rolls. ff
the wind is stro ng, a ny creature moving agains t the
wind mus t s pend^1 extra foo t of moveme nt for each
foo t moved.
Downdraft. Yo u cause a sus ta ine d blast o f s trong
wind to blow downwa rd from t he to p of the cube.
R a nged weapon attacks that pass thro ug h t he cube
or tha t are m a de agains t t arge ts within it have disad-
vantage on their attack rolls. A creature mus t ma ke a
Stre n gth saving throw if it flies into the cube for the firs t
time on a turn o r starts its turn the re fly ing. On a failed
save, the creature is knocke d prone.


CHAPTER 3 I SPELLS

Updraft. You cause a sustaine d updraft within the
cube, rising upward fro m the cube's bottom s ide. Crea-
tures that end a fall within the cube take only half da m-
age from the fall. Whe n a creature in the cube makes a
ve rtical jump, t he creature can jump up to 10 feet hig he r
than normal.

CREAT E BONFIRE
Conjuration cantrip
Casting Time: 1 acti o n
Range: 60 feet
Components: V, S
Duration: Conce ntra tion, up to 1 minute
You c reate a bo nfire on g round tha t you can see w ithin
range. Until the spell ends, the magic bonfire fills a
5 -foot cube. Aoy c reature in the bo nfire's s pace whe n
you ca s t the sp ell mus t s ucceed o n a Dexterity saving
throw or take ld8 fire d a m age. A creature mus t also
m a ke the saving throw w he n it moves into the bo nfire's
s pace for the firs t time on a turn o r e nds its turn the re.
The bo nfire ign ites flamma ble objects in its area t ha t
a re n't being worn or car r ie d.
The spell's da mage inc reases by ld8 whe n you reach
5th leve l (2d8), 11th le ve l (3d8), and 17th level (4d8).

CREATE HOMUNCULUS
6th-level transmutation
Casting Time: 1 hour
Range: Touch
Components: V, S , M (clay, ash , and m andra ke root, all
of which the spell consumes, and a jewel-encrusted
dagger wo r th a t least 1, 000 g p)
Duration: Ins tanta neous
While speaking an intricate incantat io n, you c ut your-
self with a jewel-e ncrus te d dagger, taking 2d4 pie rcing
da mage tha t can't be reduced in a ny way. You t he n drip
your blood o n t he spell's othe r compo nents and touc h
the m , transforming the m into a special construc t c alle d
a homunc ulus.
T he sta tis tics of t he homunc ulus are in t he Mons ter
Manual. It is your faithful compa nion, a nd it dies if you
die. Whe never yo u finis h a lo ng rest, you can spend up
to half y our H it Dice if th e homunculus is on t he sam e
pla oe of existence as you. Whe n you do so, roll each
die and add your Constitutio n modifie r t o it. Your hit
point max imum is reduced by the tota l, and the homun-
c ulus's hit point maximum and curre nt hit points are
both inc reased by it. T his process can reduce you to no
lowe r than 1 hit point, and the ch a nge to your and the
homunc ulus's hit points ends whe n you finis h your next
lo ng rest. The reduc ti o n to you r hi t point maximum can't
be re mo ved by any means before the n , except by the ho-
muoc ulus's death.
You can have only one homunc ulus at a time. If
you cast this sp ell while your homunc u lus lives, the
s pell fails.

CROWN OF STA R S
7th-level e vocation
Casting Time: 1 acti on
Range: Sel f
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