xanathars guide to everything

(Jeff_L) #1

40-foot-high cylinde r of bright light glimmers there. This
light is s unUght.
When the cylinde r appears, each creature in it must
make a Cons titution saving throw, ta king 4dl0 radia nt
damage on a failed save, or half as much damage on a
successful one. A c reature must a lso make this saving
throw whenever it ends its turn in the cylinder.
If you're within 60 feet of the cylinde r, y ou can move it
up to^60 feet as a bonus actio n on your turn.


DRAGON'S BREATH
2nd-level transmutation
Casting Time: 1 bonus acti on
Range: Touch
Components: V, S, M (a hot pepper)
Duration: Concentration , up to 1 minute
You touch one willin g c reature and imbue it w ith the
power to s pew mag ical e ne rgy fr om its mouth, provided
it has one. C hoose acid, cold, fire, lig htning, or poison.
U ntil the spell ends, the creature can use an actio n to
exhale energy of the chosen type in a^15 -foot cone. Each
creature in that a rea must make a Dexterity savin g
throw, taking 3d6 damage of the chosen type on a faile d
save, or ha lf as much damage on a successful one.
At Higher Levels. When you cast this spell us in g a
spell s lot o f 3 rd level or higher, the damage increases by
ld6 for each s lot l evel above 2nd.


DRUID GROVE
6th-level abjuration
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (mistletoe, which the spell con-
sumes, that was harvested with a golde n sickle under
the light of a full moon)
Duration: 24 hours

You invoke the spirits of nature to protect a n a rea out-
doors or unde rground. The area can be as small as a
30-foot c ube or as la rge as a 90-foot c ube. Buildings and
othe r structures are excluded from the affected area. If
you cast this spell in the same area every day for a year,
the spell lasts unti l dispelled.
The spell c reates the followin g effects w ithin the area.
When you cast th is sp ell, you can s pecify c reatures as
frie nds who are immune to the effects. You can also
s pecify a password that, when s poke n a loud, makes the
s peaker immune to these effects.
T he entire warded area radiates magic. A dispel magic
cast on t he area, if s uccessful, re moves only one of the
following effects, not the entire area. That spell's caster
chooses which effect to end. Only when all its effects are
gone is this spell dis pelle d.
Solid Fog. You can fill any numbe r o f 5-foot squares
on the ground with t hi c k fog, making the m he avily ob-
scured. T he fog reaches^10 feet high. In addition , every
foot of move ment through the fog costs 2 extra feet. To a
creature immune to this effect, the fog obscures nothing
and looks like soft mis t, with motes of green light float-
ing in the air.
Grasping Undergrowth. You can fill a ny numbe r of
5-foot s qua res on the ground that a re n't filled with fog

CHAPTER^3 I SPELLS

with grasping weeds a nd vines, as if they were affected
by a n entangle spell. To a c reature immune to this effect,
the weeds and vines feel soft a nd reshape t hemselves to
serve as temporary seats or beds.
Grove Guardians. You can animate up to four trees
in the area, caus ing them to uproot t hemselves from
the ground. These t rees have the same statistics as an
awake ne d tree, which appears in t he Monster Manual,
except they can't speak, and their bark is covered w ith
druidic symbols. If a ny creature not immune to this
effect e nte rs the warde d area, the g rove guardians fight
until t hey have driven off or s la in the intruders. T he
grove gua rdians also obey your spoken commands (no
action required by you) t hat you issue while in the area.
If you don't give them comma nds and no intruders are
present, the grove gua rd ia ns do nothing. The grove
guardians can't leave the warded a rea. When the spell
e nds, the magic animating them disappears, a nd t he
trees take root again if possible.
Additional Spell Effect. You can place your c hoice
of o ne of the following magical effects within the
warde d area:


  • A constant gust of wind in two locations of your choice

  • Spil<e growth in o ne locati on of your c ho ice

  • Wind wall in two locations of your choice
    To a creature immune to t hi s effect, the winds are a
    fragrant, gentle breeze, a nd the area of spil<e growth
    is h a rmless.


DUST DEVIL
2 nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinc h o f dust)
Duration: Concentration, up to^1 minute
Choose an unoccupied 5-foot cube of air that you can
see w ithin range. An elemental force that resembles
a dus t devil appears in the cube and lasts for the
spell's duration.
Any creature that e nds its turn within 5 feet of the
dust devil must make a Strength saving throw. On a
faile d save, the creature takes ld8 bl udgeoning damage
and is pus hed 10 feet away from the dust devil. On a suc-
cessful s ave, the c reature takes ha lf as much damage
and is n't pushed.
As a bonus action, you can move the dust devil up to
30 feet in any direction. If the dust devil moves over
sand, dust, loose dirt, or light g ravel, it s ucks up the ma-
teria l a nd forms a 10 -foot-radius cloud of debris around
itself that lasts until the start of your next turn. The
cloud heavily obscures its area.
At Higher Levels. Whe n you cast this spell using a
spell s lot of 3rd level or higher, the damage inc reases by
ld8 for each s lot level above 2nd.

EARTHBIND
2nd-level transmutation
Casting Time: 1 action
Range:^300 feet
Components: V
Duration: Concentration , up to^1 minute
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