Dark World (5e Spell)

You invoke the powers of darkness to corrupt an area as small as a 30-foot cube or as large as a 100-foot cube. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.

Dark World
6th-level Necromancy
Casting time: 10 minutes
Range: 300 feet
Components: V, S, M (a black pearl worth at least 500 gp)
Duration: 24 hours

The spell creates the following effects within the area. When you cast the is spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. You can also specify a symbol that, when worn, makes the wearer immune to the effects.

The entire cursed area radiates magic. A dispel magic spell cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is the spell dispelled.

Gloom. The area is filled with a persistent gloom; the area within can never be brighter than dim light, and the range of light sources is halved. Even when it's a bright, sunny day, the area is as dark as twilight. Magical light created by a spell of 6th level or lower cannot penetrate the gloom. To creatures immune to the effect, the dimness creates an interesting mood but doesn't impede vision.

Shadow Horrors. You can summon up to eight shadows within the area. If any creature not immune to this effect enters the cursed area, the shadows fight until they have driven off or slain the intruders. The shadows also obey your spoken commands that you issue while in the area. If you don't give them commands and no intruders are present, the shadows do nothing. The shadows can't leave the warded area. When the spell ends, the shadows vanish without a trace. If the spell has been cast in the same area every day for a year, the shadows respawn at every sunset.

Terror. A creature that enters the cursed area and is not immune to the effect must make a Wisdom saving throw or be frightened of the area and drop anything it's holding. While frightened by this effect, a creature must take the Dash action and move away from the area by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to the cursed area, the creature can make a Wisdom saving throw. On a successful save, the creature is no longer frightened.

Nightmares. A creature that sleeps in the area and is not immune to the effect must make a Wisdom saving throw. On a failure, it takes 3d6 psychic damage and gains no benefit from sleeping. If this damage reduces a creature below 1 hit point, the creature is reduced to 1 hit point and permanently gains a flaw representing insanity.

Cursed Wounds. All natural or magical healing that a creature not immune to the effect receives while in the area is halved. Additionally, creatures not immune to the effect have disadvantage on death saving throws.

Undeath. 1d4 hours after dying while in the area, a creature not immune to the effect comes back to life as a Zombie. Zombies created by this effect aren't under your control, but will not attack you or creature's immune to the effect.



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