Earthbind
2014 Rules
- Level & School
- 2nd-level transmutation
- Casting Time
- Action
- Range
- 300 feet
- Components
- V
- Duration
- Concentration, 1 minute
- Classes
- Druid, Sorcerer, Warlock, Wizard
- Source
- Xanathar's Guide to Everything
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
Earthbind 5.5e 2024 vs. 5e 2014 edition differences
Earthbind is currently only available in the 2014 edition.
Earthbind popularity
How popular is Earthbind? It is a commonly found spell in the game, but is chosen less than other options when available. This spell may be situational for many spellbooks.
- Top 50% of all 5e spells
- Bottom 50% of all level 2 spells
- Bottom 50% picked level 2 Warlock spell
- Bottom 50% picked level 2 Wizard spell
- Bottom 25% picked level 2 Sorcerer spell
- Bottom 25% picked level 2 Druid spell
Read about how this popularity data is calculated.
Spells similar to Earthbind
Hold Person 2nd-level enchantment
This has the same one-creature, concentration-based shutdown feel, even though it targets a different save and creature type.
Players prefer Hold Person over Earthbind
Ray of Enfeeblement 2nd-level necromancy
It is another low-level single-target debuff that leans on a save and noticeably blunts a creature's combat ability.
Players prefer Ray of Enfeeblement over Earthbind
Levitate 2nd-level transmutation
It also locks one creature down with a saving throw and can take a foe out of the fight for a while.
Players prefer Levitate over Earthbind
Maximilian's Earthen Grasp 2nd-level transmutation
Both are transmutations that pin a single target in place and use a Strength save to resist.
Players prefer Maximilian's Earthen Grasp over Earthbind
Snare 1st-level abjuration
Like Earthbind, it punishes a failed save by leaving a creature stuck and vulnerable in a very focused way.
Players prefer Earthbind over Snare