Xanathar's Guide to Everything PDF

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You transform up to ten c reatures of your c hoice that
you can see within range. An unwilling target must suc-
ceed on a Wisdom saving throw to resist the tra nsforma-
tion. An unwilling shapechanger a utomatically succeeds
on the save.
Each target assumes a beast form of your c hoice, a nd
you can choose the same form or different ones for each
target. The new form can be any beast you have seen
whose c halle nge rating is equal to or less than the tar-
get's (or ha lf the target's level, if the target doesn't have a
ch alle nge rating). T he target's game statistics, including
mental a bility scores, are replaced by the statistics o f
the chosen beast, but the target retains its hit points ,
alignment, and personality.
Each target gains a numbe r of temporary hit poi nts
equa l to the hit points of its new form. These temporary
hi t points can't be replaced by temporary bit points from
another source. A target reverts to its normal form whe n
it bas no mo re temporary hit points or it dies. If the spell
ends before then, the creature loses all its temporary hi t
points and reverts to its norma l form.
T he creature is limited in the actions it can perform by
the natu re of its new form. It can't speak , cast spells, or
do a nything else that requires hands or speech.
The target's gear melds into the new form. T he target
can't activate, use, wield, o r otherwise be nefit from a ny
of its equipment.

MAXIMILIAN'S EARTHEN GRASP
2 nd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a m iniature hand sculpted
from clay)
Duration: Concentration, up to 1 minute
You choose a 5-foot-square unoccupied space on the
ground that you can see within ra nge. A Medium ha nd
made from compacted soil rises there a nd reaches for
one creature you can see within 5 feet of it. The target
must make a Strength saving throw. On a failed save,
the target takes 2 d6 bludgeoning damage and is re-
straine d for the s pell's duration.
As a n action, you can cause the hand to crus h t he
restrained target, which must make a Strength saving
throw. The ta rget ta kes 2d6 bludgeoning damage on a
faile d save, or ha lf as much damage o n a successful one.
To break out, the restrained target can use its action
to make a Strength check again s t your s pell save DC.
On a s uccess, the target escapes a nd is no lon ger re-
strained by the hand.
As an acti on, you can cause the ha nd to reach for a
different creature or to move to a different unoccupied
s pace within ra nge. The hand re leases a restraine d tar-
get if you do eithe r.

MELF^1 S MINUTE METEORS
3 rd-level evocation
Casting Time: 1 action
Range: Self

Components: V, S, M (niter, s ulfur, and pine tar formed
into a bead)
Duration: Concentration , up to 10 m inutes
You c reate six tiny meteors in your space. They float
in the air and orbit you for the spell's duration. When
you cast the spell- and as a bonus actio n o n each of
your turns thereafter- you can expend one or two of
the meteors, sending them streaking toward a point or
points you choose within 120 feet of you. Once a me-
teor reaches its destination or impacts against a solid
sur face, the meteor explodes. Each c reature within 5
feet of the point whe re the meteor explodes must make
a Dexterity savin g throw. A creature takes 2d6 fire
damage on a faile d save, or ha lf as much damage o n a
s uccessful one.
At Higher Levels. When you cast this spell using a
spell s lot of 4th level or higher, the number of meteors
c reated increases by two for each s lot level above 3rd.

MENTAL PRISON
6 th-level illusion
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Concentration , up to 1 m inute
You attempt to bind a creature within an illusory cell
that only it perceives. One creature you can see w ithin
range must make a n Intelligence saving th row. The
target succeeds automatically if it is immune to be ing
ch arme d. On a successful save, the target takes SdlO
psychic damage, and the spell ends. On a failed save,
the target takes SdlO psychic damage, and you make
the area immediately around the target's space appear
dangerous to it in some way. You mig ht cause the ta rget
to perceive itself as being surrounded by fire, floating
razors, or hideous maws filled with dripping teeth.
Whatever form the illusion takes, the target can't see or
hear a nything beyond it and is restra ined for the spell's
duration. If the target is moved out of the illusion, makes
a me lee attack through it, o r reaches a ny part of its body
through it, the target takes lOdlO psychic damage, and
the s pell e nds.

MIGHTY FORTRESS
8th-level conjuration
Casting Time: 1 minute
Range: 1 mile
Components: V, S, M (a diamond worth at least 500 gp,
which the spell consumes)
Duration: Instanta neous
A fortress of s tone erupts from a square area of ground
of your choice tha t you can see within ra nge. The a rea is
120 feet on each side, and it must not have a ny buildings
o r other structures on it. Any creatures in the a rea a re
harmlessly lifted up as the fortress rises.
The fortress has four turrets w ith square bases, each
one 2 0 feet on a side and 30 feet tall, with one turret on
each corner. The turrets ar e connected to each other by
s tone walls tha t a re each 80 feet long, creating an en-

CHAPTER 3 ) SPELLS
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