11/27/2023 0 Comments Iscribe uIt takes 1d8 Necrotic and cannot regain hit points. Deals 1d8 Cold and reduces the target's speed by 3mĪllow a corpse that still has a mouth and is not an undead to answer 5 questions to the caster.Īssail a creature with the chill of the grave. The creature or an ally can use its action to try and tear away the vines.Ĭall forth a frigid beam of blue-white light. Vines sprout from the ground, turning it into difficult terrain and possibly Ensnaring creatures within.Įnsnared creatures take at the start of each turn. The spell ends early if the creature attacks or casts a spell. Deals 2d8 Poison damage and possibly Poisons the target. Grants immunity to Falling damage.Ĭall forth of sickening energy. Slow the rate of descent of allied creatures. This spell has no effect on undead or constructs. Heals and increases the hit point maximum by 5.Ī creature you touch regains hit points equal to 1d8 + your spellcasting ability modifier. Gain 5 temporary hit points and deal 5 Cold damage to any creature that hits you with a melee attack.īolster your allies with toughness and resolve. Attackers have disadvantage on attack rolls against you.Ī spectral frost covers you. They receive a d4 bonus to attack rolls and saving throws.Ĭharm a beast and convince it you mean no harm.Ĭreate a dazzling array of flashing, coloured lights that Blinds creatures up to a combined 33 hit points. It receives a d4 bonus to saving throws.īless up to 3 creatures. Magically change all aspect of your appearance.Ī creature you can see regains hit points equal to 1d4 + your spellcasting ability modifier.Ī blinded creature can try to shake off the effect at the end of each turn. An Enwebbed creature or ally can use its action to try and tear away the webs.īolster yourself with a necromantic facsimile of life to gain 5 temporary hit points. At the end of each of its turns, the creature can try to free itself.Ĭover an area in thick, flammeble webbing that can Enweb creatures within. On succesful save, the target only takes ahlf the initial damage. Deals 4d4 Acid immdiatly and 2d4 Acid at the end of the target's turn. Shoot a green arrow that bursts in a spray of acid. Sleeping creatures awaken if they take damege. Put creatures up to a combined 24 hit points into a magical slumber. It becomes difficult terrain and creatures within can fall Prone.Ĭreate three darts of magical force, each dealing 1d4+1 Force to its target. It deal 1d8 Lightning and prevents the target from taking reactions.Ĭover the ground in grease. deals 4d6 Radiant and grants advantage on the next attack agains the target. The target can't be Charmed, Frightened, or possessed by them, and when these creatures attacks it, they do so with disadvantage.Ĭall forth a beam of light. Protect a creature against aberrations, celestial, elementals, fey, The Fiends, and undead. The target deals half damage with weapon attacks using Strength. Infuse your hands with putreflying energy that deals 3d10 Necrotic.įocus your mind to read the thoughts of certain creatures while talking to them.Ī beam of enervating energy springs from your fingers. Hurl a mote of fire that deals 1d6 Fire and creates a flammable surface. Surround a creature in a protective magical force. Creatures and objets within are Silenced and immune to Thunder damage. On successfull save, targets only take half damage.Ĭreate a sound-proof sphere. It ignites anything flammable and deals 3d6 Fire. Fire shoots from your outstretched fingers.
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