Level
6th
Casting Time
12 Hours Ritual
Range/Area
Touch (60 ft. *)
Components
V, S, M *
Duration
24 Hours
School
Necromancy
Attack/Save
None
Damage/Effect

You touch a point and infuse the surrounding area with unholy power. The area can have a radius of up to 60 feet. The spell fails if any part of the chosen area is already under the effect of Hallow or Desecrated Ground.

When you cast this spell, choose one of the following rituals: Demonic, Hellish, or Undead. The chosen ritual determines the effects of the area.

Every additional 12 hours that the ritual is cast uninterrupted causes the radius and duration of the spell to double.

For every four consecutive 12-hour periods that the ritual is maintained, the damaging effect of the spell increases by one additional die.

An emerald worth 500 gp remains at the center of the Desecrated Ground for the duration of the spell. The spell can be ended early if Dispel Magic is successfully cast on the emerald. Any ability check made to end the spell has Disadvantage while the caster is alive.

Demonic Ritual

The area is filled with supernatural darkness that normal light cannot penetrate. Demons can see through this darkness as though the area were normally illuminated.

Demonic energy causes violent storms to strike throughout the area. Each creature within the radius must make a Dexterity saving throw against your spell save DC at the start of each of its turns. On a failed save, the creature takes 1d6 damage.

The damage increases by 1d6 for every four consecutive 12-hour periods the ritual is maintained.

All Demonic creatures have Advantage on attack rolls and saving throws while within the darkness.

Hellish Ritual

The area becomes filled with eruptions of supernatural fire. Each creature within the radius must make a Dexterity saving throw against your spell save DC at the start of each of its turns. On a failed save, the creature takes 1d6 fire damage.

The damage increases by 1d6 for every four consecutive 12-hour periods the ritual is maintained.

All Devilish creatures within the area have Immunity to Fire damage. Additionally, whenever a Devilish creature would take fire damage while within the Desecrated Ground, it instead regains hit points equal to the fire damage it would have taken.

Undead Ritual

The area becomes saturated with negative energy.

All Undead creatures within the area have their Speed doubled and gain Immunity to Necrotic damage. The negative energy also bolster the undead removing any Vulnerabilities they have will inside the area.

Whenever an Undead creature within the area would take necrotic damage, it instead regains hit points equal to the necrotic damage it would have taken.

Additionally, all healing spells cast within the area restore only half the normal number of hit points.

Material Component

*An emerald worth at least 500 gp, which remains at the center of the affected area for the duration of the spell.

* - (Emerald worth 500gp)

Available For: Cleric Warlock Wizard

Kenthebeastmaster

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