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Spell Descriptions


             The spells are presented in alphabetical order.    Components: V, S, M (alcohol or distilled spirits)
             Animate Blood                                      Duration: Concentration, up to 1 minute
                                                                Necromantic energy emanates from you in a 30-foot radius area.
             3rd-level necromancy (hemomancy)
                                                                Until the spell ends, the area moves with you, centered on you.
             Casting Time: 1 action                             While within the area, you and every creature that you have under
             Range: 10 feet                                     your control (such as through an animate dead spell) gains 2d4
             Components: V, S, M (droplets of blood)            temporary hit points at the start of each of their turns. These
             Duration: Concentration, up to 10 minutes.         temporary hit points last until they leave the area.
             You animate droplets of your own blood to act under your   Blackblood
             command. For every three hit points expended in the casting of
             this spell, you create a droplet of animated blood.  1st-level transmutation (hemomancy)
                 On each of your turns, you can use a bonus action to mentally   Casting Time: 1 action
             command the droplets to move as long as they are within 120 feet   Range: Self
             of you. The droplets have a speed of 30 feet, and a climbing speed   Components: V, S
             of 15 feet.                                        Duration: 1 hour
                 As an action on your turn, you can choose to see and hear from   You transform a portion of your blood into a poisonous
             the location of one of the blood droplets until the end of your
                                                                substance. As you cast this spell, you must expend a number of
             turn, becoming blinded and deafened to your own surroundings.   hit points. You gain a number of temporary equal to the amount
             Additionally, you may instead use your action to cause one of the
                                                                expended. For as long as these temporary hit points last,
             droplets to explode in a burst of necromantic energy, destroying   whenever a creature hits you with an attack while within 5 feet of
             the droplet and damaging surrounding creatures. Each creature
                                                                you they become poisoned for 1 minute. A creature poisoned in
             within 5 feet of the droplet must make a Dexterity saving throw.   this way makes a Constitution saving throw at the end of each of
             The creature takes 5d4 necrotic damage on a failed save, or half
                                                                their turns, ending the effect on a success or taking 1d6 poison
             damage on a successful one.                        damage on a failure.
                 At Higher Levels. When you cast this spell using a spell slot of
                                                                    At Higher Levels. When you cast this spell using a spell slot of
             5th level or higher, the damage increases to 6d4. When you use a   2nd level or higher, you gain 1d4 additional temporary hit points
             spell slot of 7th level or higher, the damage increases to 7d4.
                                                                for each slot level above 1st.
             When you use a 9th level spell slot, the damage increases to 8d4.
             Aura of Shade                                      Blackflame
                                                                1st-level transmutation
             2nd-level illusion
                                                                Casting Time: 1 action
             Casting Time: 1 action                             Range: 60 feet
             Range: 30 feet                                     Components: V, S
             Components: V, S, M (a deep black stone)           Duration: Instantaneous
             Duration: 1 minute
                                                                You choose a flame that you can see within range and that fits
             You create a 15-foot cube of shadow magic centered on a point   within a 5-foot cube. The flame momentarily changes color into a
             within range. The area appears to be wreathed in swirling   deep black, and then lashes out at surrounding creatures. Each
             shadows and darkness, and is easily identifiable when it is in an   creature within a 5-foot radius of the flame must make a Dexterity
             area of bright or dim light. The sphere spreads around corners,   saving throw. The creature takes 1d6 necrotic damage and 2d6
             and each creature within the radius becomes invisible at the start   fire damage on a failed save, or half damage on a successful one.
             of each of their turns. This invisibility ends if they attack, cast a       At Higher Levels. When you cast this spell using a spell slot of
             spell, or leave the area. Anything they are wearing or carrying is   2nd level or higher, the necrotic damage increases by 1d6 for each
             also invisible as long as they are.
                                                                slot level above 1st.
             Banshee’s Wail                                     Bloodburn
             6th-level necromancy
                                                                1st-level necromancy (hemomancy)
             Casting Time: 1 action
                                                                Casting Time: 1 action
             Range: Self (30-foot radius)                       Range: 120 feet
             Components: V, S, M (a strand of banshee hair)
                                                                Components: V, S
             Duration: Instantaneous
                                                                Duration: Instantaneous
             You release a mournful wail that pierces into the mind of those   You inflict a burning pain upon yourself, causing another creature
             that hear it. Each creature within 20 feet of you must make a
                                                                that you can see within range to feel an even more excruciating
             Constitution saving throw. On a failed save, a creature takes 4d8   pain as their blood boils. As you cast the spell, you must expend a
             psychic damage, and falls unconscious. On a success, it takes half
                                                                number of hit points. The creature must then make a Constitution
             damage and suffers no other effect. An unconscious creature   saving throw. On a failed save, the creature takes 2d6 + the
             wakes up if it takes any damage or if another creature uses its
                                                                number of hit points spent as fire damage, and immediately falls
             action to shake them awake. A deafened creature automatically   prone as they become wracked with pain. On a successful save,
             succeeds on the save.
                                                                the target takes half as much damage and doesn’t fall prone.
             Beacon of False Life                                   At Higher Levels. When you cast this spell using a spell slot of
             3rd-level necromancy                               2nd level or higher, the damage increases by 1d6 for each slot
                                                                level above 1st.
             Casting Time: 1 action
             Range: Self (30-foot radius)
                                                                                                CHAPTER 3 | SPELLS
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