Page 166 - Xanathar's Guide To Everything
P. 166

Dim, greenish light spreads within a 30—foot-radius  A restrained creature can make a Dexterity saving
            sphere centered on a point you choose within range.  throw at the end of each of its turns, ending the effect on
            The light spreads around corners, and it lasts until the  itself on a success. Alternatively, the creature or some—
            spell ends.                                       one else who can reach it can use an action to make an
             When a creature moves into the spell’s area for the  Intelligence (Arcana) check against your spell save DC.
            first time on a turn or starts its turn there, that creature  On a success, the restrained effect ends.
            must succeed on a Constitution saving throw or take  After the trap is triggered, the spell ends when no
            4d10 radiant damage, and it suffers one level of exhaus—  creature is restrained by it.
            tion and emits a dim, greenish light in a 5-foot radius.                                                   -'  '  :‘T‘
            This light makes it impossible for the creature to benefit  SNILLoc’s SNOWBALL SWARM
            from being invisible. The light and any levels of exhaus—  2nd‘1eve1 evocation                             :-
            tion caused by this spell go away when the spell ends.  Casting Time: 1 action                              xiii-FIE;
                                                              Range: 90 feet
            SKILL EMPOWERMENT                                 Components: V, S, M (a piece of ice or a small white      -—
            5th-Ievel transmutation                            rock chip)
            Casting Time: 1 action                            Duration: Instantaneous
            Range: Touch                                      A flurry of magic snowballs erupts from a point you
            Components: V, S                                  choose within range. Each creature in a 5-foot—radius
            Duration: Concentration. up to 1 hour             sphere centered on that point must make a Dexterity
            Your magic deepens a creature’s understanding of its  saving throw. A creature takes 3d6 cold damage on a
            own talent. You touch one willing creature and give it  failed save, or half as much damage on a successful one.
            expertise in one skill of your choice; until the spell ends,  At Higher Levels. When you cast this spell using a
            the creature doubles its proficiency bonus for ability  spell slot of 3rd level or higher, the damage increases by
            checks it makes that use the chosen skill.        1d6 for each slot level above 2nd.
             You must choose a skill in which the target is profi-
            cient and that isn’t already benefiting from an effect,  SOUL CAGE
            such as Expertise, that doubles its proficiency bonus.  6th-Ieve1 necromancy
                                                              Casting Time: 1 reaction, which you take when a hu-
            SKYWRITE                                           manoid you can see within 60 feet of you dies
            2nd—1evel transmutation (ritual)                  Range: 60 feet
            Casting Time: 1 action                            Components: V, S, M (a tiny silver cage worth 100 gp)
            Range: Sight                                      Duration: 8 hours
            Components: V, S                                  This spell snatches the soul of a humanoid as it dies and
            Duration: Concentration, up to 1 hour             traps it inside the tiny cage you use for the material com-
            You cause up to ten words to form in a part of the sky  ponent. A stolen soul remains inside the cage until the
            you can see. The words appear to be made of cloud and  spell ends or until you destroy the cage, which ends the
            remain in place for the spell’s duration. The words dis—  spell. While you have a soul inside the cage, you can ex—
            sipate when the spell ends. A strong wind can disperse  ploit it in any of the ways described below. You can use a
            the clouds and end the spell early.               trapped soul up to six times. Once you exploit a soul for
                                                              the sixth time, it is released, and the spell ends. While
            SNARE                                             a soul is trapped, the dead humanoid it came from can’t
            Est-level abjuration                              be revived.
            Casting Time: 1 minute                             Steal Life. You can use a bonus action to drain vigor
            Range: Touch                                      from the soul and regain 2d8 hit points.
            Components: S, M (25 feet of rope, which the       Query Soul. You ask the soul a question (no action re-
             spell consumes)                                  quired) and receive a brief telepathic answer, which you
                                                              can understand regardless of the language used. The
            Duration: 8 hours                                 soul knows only what it knew in life, but it must answer
            As you cast this spell, you use the rope to create a circle  you truthfully and to the best of its ability. The answer is
            with a 5-foot radius on the ground or the floor. When  no more than a sentence or two and might be cryptic.
            you finish casting, the rope disappears and the circle  Borrow Experience. You can use a bonus action to
            becomes a magic trap.                             bolster yourself with the soul’s life experience, making
             This trap is nearly invisible, requiring a successful  your next attack roll, ability check, or saving throw with
            Intelligence (Investigation) check against your spell save  advantage. If you don’t use this benefit before the start of
            DC to be discerned.                               your next turn, it is lost.
             The trap triggers when a Small, Medium, or Large  Eyes ofthe Dead. You can use an action to name a
            creature moves onto the ground or the floor in the  place the humanoid saw in life, which creates an invis-
            spell's radius. That creature must succeed on a Dex-  ible sensor somewhere in that place if it is on the plane
            terity saving throw or be magically hoisted into the air,  of existence you’re currently on. The sensor remains for
            leaving it hanging upside down 3 feet above the ground  as long as you concentrate, up to 10 minutes (as if you
            or the floor. The creature is restrained there until the  were concentrating on a spell). You receive visual and
            spell ends.                                                                                            .i

                                                                                           «11 -‘tE-“i'E'-;i..1 3  Hi’i‘-'l..l_.‘_~' _, "  n.7, '
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