Level
4th
Casting Time
3 Actions Ritual
Range/Area
300 ft. (300 ft. *)
Components
V, S
Duration
Until Dispelled 8 s
School
Necromancy
Attack/Save
WIS Save
Damage/Effect
Necrotic

You curse the land of which you walk.

You summon all the spirits of those who died in a radius of 300 feet (It does not matter when the creature died) and trap them in the zone of effect.

They cause all who enter a feeling of dread and fear even before anything happens.

roll wisdom save of 12 and if the player fails they become frightened, if they fail again they become petrified, and if they fail a final time they get 2d6 of necrotic damage and remain petrified. This only occurs when the creature sees a spirit or strong signs of paranormal activity.

The spirits become deformed into grizzly appearances and grow in the ability to manifest in the physical realm when there are many spirits present.

Add 1d6 for each wisdom saving throw for every 2 spirits in a 15-foot radius near the creature.   

This duel classes as both illusionary and necromancy (but mostly necromancer).

Lore: This spell was initially created as a way to trap evil spirits after their execution. But after the creator was tortured he gave up the secret of how to use the spell before his soul was trapped in the very tower he created it in.

 Note: I don't own the art and for Dm's, you should describe this as the story of Fox Hollow Farm and not like Casper the friendly ghost.

Spell Tags: Creation Summoning Environment

Available For: Warlock (Legacy) Wizard (Legacy) - School of Necromancy (Legacy) Blood Hunter - Order of the Profane Soul

kgysbrqd49

Comments

Posts Quoted:
Reply
Clear All Quotes