Page 29 - Eng Темная магия
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Nine creatures of Medium size or smaller can fit inside the
dome with you. The spell fails if its area includes a larger creature • You cause shadows to conceal a creature in dim light or
or more than nine creatures. Creatures and objects within the darkness, giving them advantage on their next Dexterity
dome when you cast this spell can move through it freely. All (Stealth) check within the next minute as long as they remain
other creatures and objects are barred from passing through it. in the dim light or darkness.
The dome is semi-transparent. It can be seen through, but • A creature or object’s shape becomes either harder or softer,
things seen through the walls appear distorted and blurred with making its form either easier or harder to discern from the
the red color of the dome. shape of the shadow. This effect lasts for up to 1 hour.
Tides of Blood If you cast this spell multiple times, you can have no more than
two of its non-instantaneous effects active at a time, and you can
3rd-level necromancy (hemomancy)
dismiss such an effect as an action.
Casting Time: 1 action
Range: Self (20-foot radius) Umbral Assault
Components: V, S 7th-level transmutation
Duration: 1 round
Casting Time: 1 action
You draw out your own blood as well as the blood of corpses Range: Touch
within 20 feet of you. You may choose to expend a number of hit Components: V, S
points, and you may also gain the hit points needed from corpses Duration: Instantaneous
within the radius. Each corpse that had a hit point maximum You target a creature within range. The shadows of creatures
greater than or equal to 5 in life gives 5 hit points towards the
within 5 feet of the target then turn against the first creature,
casting of this spell, and then cannot be used to cast this spell attacking them from all sides. The target must make a Dexterity
again.
saving throw. The creature takes 3d6 necrotic damage for every
As a bonus action on your next turn, you release the blood. creature within 5 feet of it of size Small or larger, up to a
Each creature within 20 feet of you must make a Dexterity saving
maximum of 24d6 on a failed save, or half damage on a
throw. On a failed save, they take 4d8 + the number of hit points successful one.
spent as necrotic damage. On a success, they take half damage.
At Higher Levels. When you cast this spell using a spell slot of Vampire’s Kiss
4th level or higher, the damage increases by 1d8 for each slot 2nd-level enchantment (hemomancy)
level above 3rd.
Casting Time: 1 action
Umbral Form Range: Touch
3rd-level transmutation Components: S
Duration: Varies (see below)
Casting Time: 1 action
Range: Touch You draw out a portion of your own blood as you kiss another
Components: V, S, M (a wisp of smoke) humanoid. As you cast the spell, you must expend a number of hit
Duration: Concentration, up to 1 hour points. The target must make a Wisdom saving throw, and does
so with advantage if you or your companions are fighting it. If it
You transform a willing creature you touch, along with fails the saving throw, it is charmed by you for 10 minutes for
everything it’s wearing and carrying, into an animated shadow for every hit point spent on the casting of the spell, ending early if
the duration. The spell ends if the creature drops to 0 hit points. you or your companions do anything harmful to it. The charmed
While in this form, the target's only method of movement is a creature falls hopelessly in love with you. When the spell ends,
walking and climbing speed of 30 feet. The target can enter and the creature knows it was charmed by you.
occupy the space of another creature. The target has resistance to
nonmagical damage, and it has advantage on Strength, Dexterity, Wall of Bones
and Constitution saving throws, and it has advantage on Dexterity 4th-level conjuration
(Stealth) checks. The target can pass through small holes, narrow
openings, and even mere cracks, though it treats liquids as though Casting Time: 1 action
they were solid surfaces. The target can't fall and remains stuck to Range: Touch
the ground even when stunned or otherwise incapacitated. Components: V, S, M (a skeletal hand)
While in the shadowy form, the target can't talk or manipulate Duration: Concentration, up to 10 minutes
objects, and any objects it was carrying or holding can't be A wall of writhing bones and skeletons springs into existence at a
dropped, used, or otherwise interacted with. The target can't point you choose within range. The wall is 6 inches thick and is
attack or cast spells. composed of three 10-foot-by-10-foot panels. Each panel must be
Umbraturgy contiguous with at least one other panel. If the wall cuts through a
creature's space when it appears, the creature is pushed to one
Transmutation cantrip side of the wall (your choice). Any creature that starts its turn
Casting Time: 1 action next to a wall must make a Dexterity saving throw or take 1d8
Range: Touch bludgeoning damage and become restrained. The creature can
Components: V, S make a Strength saving throw at the start of each of its turns,
Duration: Up to 1 hour taking the same damage on a failure or freeing itself on a success.
The wall is an object that can be damaged and thus breached.
You compel shadows to create one of the following effects at a Each panel has AC 10 and 20 hit points per inch of thickness.
point you can see within range:
Reducing a panel to 0 hit points destroys it.
• The shadow of a creature or object changes size or shape, up to
a maximum of double or half its normal size. This effect lasts
for up to 1 minute, or until it moves.
CHAPTER 3 | SPELLS
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