Level
3rd
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Concentration 10 Minutes
School
Conjuration
Attack/Save
None
Damage/Effect

Drawing forth a worn tarot card from your ancestral deck, you raise it skyward—the ink shimmering with spectral light as the magic takes hold. As you speak the name of the card—“Spirits of the Bloodline”—phantasmal figures emerge in a swirling dance around you, ancestors long passed who answer the call to protect their own. They drift and circle within 15 feet of you, whispering in forgotten tongues and leaving trails of arcane light or shadow.

If your alignment is good or neutral, these guardians appear as radiant spirits cloaked in celestial garb or vibrant fey attire, eyes aglow with wisdom and grace. If evil, they bear the twisted elegance of fiendish seers and shadowed kin, their laughter unsettling and prophetic.

When you cast this spell, you may name those you consider kin or companion—any number of creatures you can see—to be spared the wrath of your summoned spirits.

For all others, the area becomes treacherous. Their movement is halved as the ancestral guardians dance and hinder them. When such a creature enters the area for the first time on a turn, or begins its turn there, it must make a Wisdom saving throw. On a failed save, the spirits lash out:

  • If you are good or neutral, the creature suffers 3d8 radiant damage.

  • If you are evil, the creature suffers 3d8 necrotic damage.

On a successful save, it takes half damage as the spirits pass through it with cold judgment.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

* - (A Tarot Card)

Available For: Wizard

Hexomancy

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