Shroud of Spirits (spell)
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Player's Guide |
System Reference |
Compendium |
5-point necromancy | |
Casting time: | 1 bonus action |
Range: | Self |
Components: | V, S |
Duration: | Concentration, up to 1 minute |
You call forth spirits of the deceased, which flicker and swirl around you for the spell's duration. These spirits are intangible and cannot be harmed.
Until the spell ends, once per turn when you hit a creature within 10 feet of you with an attack roll, you add a d8 bonus die to the damage roll as either necrotic or psychic damage. (If different features add bonus dice to your damage roll, they don't combine. Add only the highest.) A target which takes this damage can't regain heart points until the start of your next turn.
For the duration, any creature which starts its turn within 10 feet of you has its speed reduced by 10 feet during that turn, unless you deem otherwise.
On the turn you cast this spell, you can't use your action to cast a spell other than a cantrip.
Upcast. You can upcast this spell by expending extra magic points when you cast it. For every two extra points, add 1d8 to the bonus dice.
3rd-level necromancy | |
Casting time: | 1 bonus action |
Range: | Self |
Components: | V, S |
Duration: | Concentration, up to 1 minute |
You call forth spirits of the deceased, which flicker and swirl around you for the spell's duration. These spirits are intangible and cannot be harmed.
Until the spell ends, once per turn when you hit a creature within 10 feet of you with an attack roll, you add a d8 bonus die to the damage roll as either necrotic or psychic damage. (If different features add bonus dice to your damage roll, they don't combine. Add only the highest.) A target which takes this damage can't regain heart points until the start of your next turn.
For the duration, any creature which starts its turn within 10 feet of you has its speed reduced by 10 feet during that turn, unless you deem otherwise.
On the turn you cast this spell, you can't use your action to cast a spell other than a cantrip.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, add 1d8 to the bonus dice for every two slot levels above 3rd.