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Bloodcurse
                                                                one of these three thresholds: 3/4, 1/2, or 1/4 of their hit point
             5th-level necromancy (hemomancy)                   maximum. Once a creature is below 1/4 of their hit point
             Casting Time: 1 minute                             maximum, you can see them even through walls and invisibility.
             Range: Touch                                       Clinging Shadows
             Components: S
             Duration: Varies (see below)                       2nd-level transmutation
             You touch a creature’s open wound and bestow a curse. As you   Casting Time: 1 action
             expend a number of hit points to cast the spell, that creature must   Range: 60 feet
             succeed on a Wisdom saving throw or become cursed. During the   Components: V, S, M (bat fur)
             casting of the spell, you can make a Charisma (Deception) check   Duration: Concentration, up to 1 minute
             against the target’s Wisdom (Insight) check to attempt to conceal   You choose an area of dim light or darkness that you can see
             the spell’s true nature, such as pretending to bandage their wound.  within range and that fits within a 20-foot cube. Each creature
                 For the duration of the curse, which is a number of days equal   within the area must succeed on Strength saving throw or be
             to the amount of hit points spent, the creature can’t regain hit   restrained by shadows until the spell ends. A creature restrained
             points and is poisoned. When the creature completes a long rest,   by the shadows can use its action to make a Strength check
             they take 4d10 necrotic damage as the curse rots away at them.  against your spell save DC. On a success, it frees itself.
                 A remove curse spell ends this effect.             Until the spell ends, you can use an action on each of your
                 At Higher Levels. When you cast this spell using a spell slot of   turns to cause a tendril of shadow to reach out and grab a creature
             6th level or higher, the damage increases by 1d10 for each slot   within 15 feet of the area. The creature must repeat the saving
             level above 1st.                                   throw. On a failed save, the creature is pulled into the area and
             Bloodletting                                       becomes restrained.
                                                                    If the area becomes bathed in bright light, the spell has no
             Necromancy cantrip (hemomancy)
                                                                effect until the bright light fades.
             Casting Time: 1 action                             Cruorwhip
             Range: Touch
             Components: V, S                                   1st-level necromancy (hemomancy)
             Duration: Instantaneous                            Casting Time: 1 bonus action
                                                                Range: Self
             You touch a creature and expend 1 hit point, opening a wound
             where you touch. Make a melee spell attack against the target.   Components: V, S
                                                                Duration: 1 minute
             You have advantage on the attack roll if the target is below half
             its hit point maximum. On a hit, the target takes 1d12 necrotic   You create a whip out of your own blood in your free hand. By
             damage. If this damage reduces the target to 0 hit points, you gain   expending a number of hit points, you create a whip similar in
             temporary hit points equal to the damage dealt. These temporary   size and shape to a normal whip. If you let go of the whip, it
             hit points last for 1 minute.                      disappears, but you can recreate it again as a bonus action
                 The spell's damage increases by 1d12 when you reach 5th level       You can use your action to make a melee spell attack with the
             (2d12), 11th level (3d12), and 17th level (4d12).  whip. For every 5 hit points spent in the casting of this spell the
             Blood Seal                                         reach increases by 5 feet, with a minimum health cost of 5 hit
                                                                points. On a hit, the target takes 2d6 necrotic damage.
             2nd-level necromancy (hemomancy)                       At Higher Levels. When you cast this spell using a spell slot of
             Casting Time: 1 action                             2nd level or higher, the damage increases by 1d6 for each slot
             Range: 30 feet                                     level above 1st.
             Components: V, S, M (an ornate dagger worth at least 25 gp)  Danse Macabre
             Duration: 1 hour
                                                                8th-level necromancy (hemomancy)
             You inflict a wound upon yourself to create a protective seal on
             another creature within range. As you cast the spell, you expend a   Casting Time: 1 action
             number of hit points and the target gains 1d8 + the number of hit   Range: 90 feet
             points spent as temporary hit points for the duration.  Components: V, S
                 At Higher Levels. When you cast this spell using a spell slot of   Duration: Concentration, up to 1 minute
             3rd level or higher, the target gains 1d8 additional temporary hit   This spell dominates the minds and bodies of humanoids,
             points for each slot level above 2nd.              consuming them in a frenzy of death and destruction. As you cast
             Bloodsight                                         the spell, you must expend a number of hit points. Roll 14d8 and
                                                                add double the number of hit points expended to the roll; the total
             3rd-level necromancy (hemomancy)                   is how many hit points of creatures this spell can affect.
             Casting Time: 1 action                             Humanoids within 30 feet of a point you choose within range are
             Range: Self                                        affected in ascending order of their current hit points (ignoring
             Components: V, S                                   unconscious creatures).
             Duration: Concentration, up to 10 minutes              Starting with the creature that has the lowest current hit points,
                                                                each creature affected by this spell is under your control until the
             You draw out a portion of your blood, causing your eyes to take
                                                                spell ends. Subtract each creature’s hit points from the total
             on a crimson hue. For the duration, you can see the life force of   before moving on to the creature with the next lowest hit points.
             nearby creatures. The range of this vision is a number of feet
                                                                A creature’s hit points must be equal to or less than the remaining
             equal to 5 times the number of hit points spent on  this spell.  total for that creature to be affected. Creatures immune to being
                 When a creature is at full health, they appear perfectly normal,
                                                                charmed aren’t affected by this spell.
             but as they become more wounded a red aura begins to surround
             them. You can notice when a creature’s current hit points are
             below
                                                                                                CHAPTER 3 | SPELLS
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