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Rary’s Rapid Replication                               The shadows seek only to attack the creature they were
                                                                separated from, and disappear when that creature is killed. Roll
             4th-level conjuration                              initiative for the shadows as a group, which has its own turns.
             Casting Time: 1 action                             They spend their turns attacking their host, without any thought
             Range: 20 feet                                     for strategy or tactics.
             Components: V, S, (a poison or venom)                  The DM has the creature’s statistics.
             Duration: Concentration, up to 10 minutes              At Higher Levels. When you cast this spell using certain higher
                                                                level spell slots, you can target more creatures: twice as many
             You transform up to ten bats, rats, or ravens, three quippers, five   with a 6th-level slot and three times as many with an 8th-level
             insects, or one poisonous snake within range into swarms of
                                                                slot.
             shadowy replicas for the duration. Each creature becomes a
             swarm, as described in the monster manual.         Shadow Stride
                 Each creature obeys your verbal commands, and in combat,   5th-level conjuration
             they act on your tum each round. The DM has the statistics for
                                                                Casting Time: 1 action
             these creatures and resolves their actions and movement.
                 A creature remains a swarm for the duration, until it drops to 0   Range: Self
                                                                Components: V, S
             hit points, or until you use an action to dismiss the effect on it.
                                                                Duration: Concentration, up to 10 minutes
             Ray of Fatigue
                                                                You gain the ability to blink from one shadow to another. When
             5th-level necromancy                               you are in dim light or darkness, you can use 5 feet of movement
             Casting Time: 1 action                             to teleport up to 30 feet to an unoccupied space you can see that is
             Range: 10 feet                                     also in dim light or darkness.
             Components: V, S                                       You can use this teleportation ability twice per round for the
             Duration: Concentration, up to 1 minute            duration.
             You cause a creature of your choice to be overtaken by   Sanguine Rope
             exhaustion. The creature must make a Constitution saving throw.   2nd-level transmutation (hemomancy)
             On a failed save, the creature gains a level of exhaustion. On a   Casting Time: 1 action
             successful save, the creature suffers no effect and the spell ends.
             At the start of each of their turns, the creature must repeat the   Range: Varies (see below)
             saving throw. It gains a level of exhaustion on a failed save, and   Components: V, S
             the spell ends on a successful one. The spell ends early if the   Duration: Instantaneous
             target’s exhaustion level becomes 4 or greater.    You draw out a portion of your blood, forming it into a rope that
             Reaper’s Scythe                                    you can use to either pull yourself to a location, or pull an object
                                                                or creature to you. As you cast the spell, you must expend a
             1st-level necromancy                               number of hit points. Then, you immediately send the rope to
             Casting Time: 1 bonus action                       grab a target that you can see within a range equal to 5 times the
             Range: Self                                        number of hit points spent. Once you grab a target, you can either
             Components: V, S, M (a piece of a scythe blade)    pull yourself to a location within 5 feet of the target, or you can
             Duration: Concentration, up to 1 minute            attempt to pull the target to a location within 5 feet of you. In
                                                                order to pull the target to you, it must weigh less than 100 pounds,
             You create a scythe out of necrotic energy in your free hands. The   and if it is a creature it can make a Strength saving throw to avoid
             scythe is a large weapon, requires both hands to wield, and lasts
                                                                being pulled. If you pull yourself to a target, you move in a
             for the duration. If you let go of the scythe, it disappears, but you   straight line towards the target and take opportunity attacks as
             can conjure it again as a bonus action.
                                                                normal.
                 You can use your action to make a melee spell attack with the       At Higher Levels. When you cast this spell using a spell slot of
             scythe. On a hit, the target takes 2d4 necrotic damage, and you
                                                                3rd level or higher, the amount of weight you can pull increases
             gain temporary hit points equal to half the damage dealt.  by 50 pounds for each slot level above 2nd.
                 At Higher Levels. When you cast this spell using a spell slot of
             2nd level or higher, the damage increases by 1d4 for each slot   Sanguine Sanctum
             level above 1st.                                   4th-level abjuration (hemomancy)
             Rend Shadows                                       Casting Time: 1 action
             4th-level necromancy                               Range: Self (10-foot radius hemisphere)
                                                                Components: V, S
             Casting Time: 1 action
                                                                Duration: 1 hour
             Range: 60 feet
             Components: V, S                                   You transform your blood into a 10-foot-radius protective dome
             Duration: Concentration, up to 1 minute            that forms around and above you and remains stationary for the
                                                                duration. The dome can be damaged, and it has a number of hit
             Choose up to 4 creatures within range. Each creature has their   points equal to 20 + double the amount of hit points spent in the
             shadow forcibly ripped from their body, conjuring a Shadow   casting of this spell. Any creature within the dome cannot be
             (Monster Manual pg. 269) in an unoccupied space next to them.   targeted by creatures outside the dome, and vice versa. Spells and
             As long as the shadow is separate from their body, they do not   attacks that would pass or extend through the dome instead hit the
             cast a shadow. A shadow created through this spell reforms with   dome and do not extend farther. As long as the dome lasts you
             its host when it drops to 0 hit points or when the spell ends, and it   can use your action to expend a number of hit points and add this
             disappears if it's host dies. If it's host dies, a new shadow does not   amount to the dome’s current hit points.
             rise from the corpse.

                                                                                                CHAPTER 3 | SPELLS
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