Page 168 - Xanathar's Guide To Everything
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an unoccupied space you can see within range, and the  anyone within it. Using the material component in this
          demon disappears when it drops to 0 hit points or when  manner consumes it when the spell ends.
          the spell ends.                                     At Higher Levels. When you cast this spell using a
            Roll initiative for the demon, which has its own turns.  spell slot of 6th or 7th level, you summon twice as many
          When you summon it and on each of your turns thereaf—  demons. If you cast it using a spell slot of 8th or 9th
          ter, you can issue a verbal command to it (requiring no  level, you summon three times as many demons.
          action on your part), telling it what it must do on its next
          turn. If you issue no command, it spends its turn attack—  SYNAPTIC STATIC
          ing any creature within reach that has attacked it.  5tha1evel enchantment
            At the end of each of the demons turns, it makes a  Casting Time: 1 action
           Charisma saving throw. The demon has disadvantage  Range: 120 feet
           on this saving throw if you say its true name. On a failed.  Components: V, 8
           save, the demon continues to obey you. On a success—  Duration: Instantaneous
           ful save, your control of the demon ends for the rest of  You choose a point within range and cause psychic en-
           the duration, and the demon spends its turns pursuing  ergy to explode there. Each creature in a 20—foot—radius
           and attacking the nearest non—demons to the best of its  sphere centered on that point must make an Intelligence
           ability. If you stop concentrating on the spell before it  saving throw. A creature with an Intelligence score of
           reaches its full duration, an uncontrolled demon doesn’t  2 or lower can’t be affected by this spell. A target takes
           disappear for M6 rounds if it still has hit points.  8d6 psychic damage on a failed save, or half as much
            As part of casting the spell, you can form a circle  damage on a successful one.
           on the ground with the blood used as a material com~  After a failed save, a target has muddled thoughts for
           ponent. The circle is large enough to encompass your  1 minute. During that time, it rolls a d6 and subtracts
           space. While the spell lasts, the summoned demon can’t  the number rolled from all its attack rolls and ability
           cross the circle or harm it, and it can't target anyone  checks, as well as its Constitution saving throws to
           within it. Using the material component in this manner  maintain concentration. The target can make an Intelli-
           consumes it when the spell ends.                  gence saving throw at the end of each of its turns, end-
            At Higher Levels. When you cast this spell using a  ing the effect on itself on a success.
           spell slot of 5th level or higher, the challenge rating in-
           creases by l for each slot level above 4th.       TEMPLE OF THE GODS
           SUMMON LESSER DEMONS                              7th-level conjuration
           3rd—feve1 conjuratron                             Casting Time: 1 hour
                                                             Range: 120 feet
           Casting Time: 1 action                            Components: V, S, M (a holy symbol worth at least 5 gp)
           Range: 60 feet                                    Duration: 24 hours
           Components: V, S, M (a vial of blood from a humanoid
            killed within the past 24 hours)                 You cause a temple to shimmer into existence on ground
           Duration: Concentration, up to 1 hour             you can see within range. The temple must fit within an
           You utter foul words, summoning demons from the   unoccupied cube of space, up to 120 feet on each side.
                                                             The temple remains until the spell ends. It is dedicated
           chaos of the Abyss. Roll on the following table to deter-  to whatever god, pantheon, or philosophy is represented
           mine what appears.                                by the holy symbol used in the casting.
              d5   Demons Summoned                            You make all decisions about the temples appear-
             1—2   Two demons ofchallenge rating 1 or lower  ance. The interior is enclosed by a floor, walls, and a
                                                             roof, with one door granting access to the interior and
             3—4   Four demons of challenge rating 1/2 or lower  as many windows as you wish. Only you and any crea—
             5—6   Eight demons ofchallenge rating 1/4 or lower  tures you designate when you cast the spell can open or
                                                             close the door.
           The DM chooses the demons, such as manes or        The temple’s interior is an open space with an idol
           dretches, and you choose the unoccupied spaces you  or altar at one end. You decide whether the temple is
           can see within range where they appear. A summoned  illuminated and whether that illumination is bright light
           demon disappears when it drops to 0 hit points or when  or dim light. The smell of burning incense fills the air
           the spell ends.                                   within, and the temperature is mild.
             The demons are hostile to all creatures, including you.  The temple opposes types of creatures you choose
           Roll initiative for the summoned demons as a group,  when you cast this spell. Choose one or more of the fol-
           which has its own turns. The demons pursue and attack  lowing: celestials, elementals, fey, fiends, or undead. If a
           the nearest non-demons to the best of their ability.  creature of the chosen type attempts to enter the temple,
             As part of casting the spell, you can form a circle  that creature must make a Charisma saving throw. On
           on the ground with the blood used as a material com—  a failed save, it can’t enter the temple for 24 hours. Even
           ponent. The circle is large enough to encompass your  if the creature can enter the temple, the magic there
           space. While the spell lasts, the summoned demons  hinders it; whenever it makes an attack roll, an ability
           can’t cross the circle or harm it, and they can‘t target  check, or a saving throw inside the temple, it must roll a
                                                             d4 and subtract the number rolled from the d20 roll.
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