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, '

