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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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