Page 24 - Eng Темная магия
P. 24
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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