Collective Spells
Parlor Tricks
Casting Charge (CC). -
Casting Time (Time). 1 action
Range. 30 ft.
Duration. Conc. up to 1 hour
Components (Comp.). V, S
These are minor magical effects like booming your voice, causing lights to change color or flicker, or generating slight tremors in the ground. Mild telekinesis is available up to 1 pound. You can alter your appearance in minor ways without actually disguising yourself.
You can reduce or increase brightness without making it dark or blinding anyone. You can concentrate on multiple instances of this spell at once.
Dark Sequence: Path of Decay
Acid Ball
Casting Charge (CC). 4
Casting Time (Time). 1 minute
Range. 30 ft.
Duration. Instant
Components (Comp.). S
You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 + Vigor modifier acid damage. For every 2 additional dark spent before casting, increase dice by 1 (max +3 dice).
Boost (DC 15): Reduce the cost of this spell to an action.
Acidic Touch
Casting Charge (CC). 3
Casting Time (Time). 1 action
Range. touch
Duration. Instant
Components (Comp.). S
Make a melee spell attack. On a hit, the target takes 1d8 + Vigor modifier acid damage. For every 3 additional dark spent before casting, increase dice by 1 (max +3 dice).
Acid Spray
Casting Charge (CC). 6
Casting Time (Time). 1 minute
Range. 15 foot cone
Duration. Instant
Components (Comp.). V, S
You produce a 15-foot cone of acid; targets make a Dexterity saving throw, inflicting 3d6 + Vigor modifier damage on a failed save, or half as much on a successful one. A target that fails takes additional damage equal to half the initial damage. For every 3 additional dark spent before casting, increase dice by 1 (max +3 dice).
Boost (DC 20): Increase damage dice to d8.
Poison Puff
Casting Charge (CC). 6
Casting Time (Time). 1 minute
Range. 10 feet
Duration. Instant
Components (Comp.). V, S
A target able to inhale your attack must make a Constitution saving throw, inflicting 4d6 + Vigor modifier damage on a failed save, or half as much on a successful one. A target that fails is also poisoned for 1 minute. For every 3 additional dark spent before casting, increase dice by 1 (max +3 dice).
Boost (DC 20): Increase damage dice to d8.
Acid/Poison Spit
Casting Charge (CC). 7
Casting Time (Time). 1 minute
Range. 20 feet
Duration. Instant
Components (Comp.). S
All targets in range must make a Dexterity saving throw, suffering 7d6 + Vigor modifier damage on a failed save, or half as much on a successful one. If you spit acid, a target that fails takes additional damage equal to half the initial damage. If you spit poison, a target that fails is poisoned for 1 minute. For every 2 additional dark spent before casting, increase dice by 1 (max +3 dice).
Boost (DC 20): Increase damage dice to d8.
Condition
Casting Charge (CC). 7
Casting Time (Time). 1 minute
Range. 60 feet
Duration. 5 minutes
Components (Comp.). V, S
Choose one creature that you can see within range to make two Constitution saving throws. For each saving throw failed, the target gains a level of exhaustion. Unlike standard exhaustion, these levels are lost after the spell’s duration. This spell cannot inflict level 6 exhaustion, although the target can still reach it normally. For every 3 additional dark spent before casting, add one additional saving throw (max 5 = 5 levels of exhaustion).
Contagion
Casting Charge (CC). 9
Casting Time (Time). 1 minute
Range. Touch
Duration. Until Cured
Components (Comp.). V, S
.Make a melee spell attack. On a hit, you afflict the creature with any disease of your choice. At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.
Decomposition
Casting Charge (CC). 9
Casting Time (Time). 1 minute
Range. 90 feet
Duration. Instant (+10 rounds)
Components (Comp.). V, S
Make a ranged spell attack against one target in range; on a hit, the target takes 7d6 + Vigor modifier damage immediately, and 2d6 + Vigor modifier damage every additional round for 10 rounds. On a miss, the attack splashes the target with acid for half as much of the initial damage and no subsequent damage. For every 2 additional dark spent before casting, increase dice by 1 (max +5 dice).
Boost (DC 20): Increase damage dice to d8.
Plague
Casting Charge (CC). 12
Casting Time (Time). 1 minute
Range. 60 feet
Duration. Until Cured
Components (Comp.). V, S
This operates the same as contagion, except now you can make a ranged spell attack against any number of targets you can see in range. For every 2 additional dark spent before casting, increase the range by 10 ft. (max +60 ft.).
Synergy Path: Path of Death
Drain Touch
Casting Charge (CC). 3
Casting Time (Time). 1 minute
Range. Touch
Duration. Instant
Components (Comp.). S
Make a melee spell attack against a creature, inflicting 1d6 + Vigor modifier necrotic damage, and you regain 1 hit point. For every 2 additional dark spent before casting, increase dice by 1 and recovery by 1 (max +3 each).
Boost (DC 15): Reduce the cost of this spell to an action.
Dead Life
Casting Charge (CC). 5
Casting Time (Time). 1 minute
Range. Self
Duration. 5 minute
Components (Comp.). S
You gain your Vigor modifier in temporary hit points, which are lost after the spell expires. For every 1 additional dark spent before casting, increase gain 1 additional temporary hit point (Max +10).
Animate
Casting Charge (CC). 5
Casting Time (Time). 1 minute
Range. 30 feet
Duration. Instant
Components (Comp.). V, S, M
A Medium or smaller-sized corpse in any state of decay (even bones) becomes any undead creature with a CR of 2 or less. On your turn, you can use a bonus action to mentally command any creature you made with this spell that you can see (you can command any or all of them at the same time). If you issue no commands, the creature only defends itself against hostile creatures. The creature is under your control for 24 hours, after which it stops obeying until you cast this spell on it again. For every 3 additional dark spent before casting, you can raise or sustain two undead.
Boost (DC 20): You can create undead at CR 3 or less.
Death Curse
Casting Charge (CC). 4
Casting Time (Time). 1 minute
Range. Touch
Duration. Concentration to 1 hours
Components (Comp.). V, S, M
Make a melee spell attack against a creature; on a hit, the creature suffers disadvantage on all ability checks on Constitution saving throws until the spell ends. You also deal 1d6 additional necrotic damage whenever you hit with any non-spell attack.
Boost (DC 15): Make a drain touch attack (regardless if it's selected as your spell) as part of the same spell.
Line of Death
Casting Charge (CC). 7
Casting Time (Time). 1 minute
Range. 120 feet
Duration. Concentration to 1 minute
Components (Comp.). V, S, M
You create an invisible wall of necrotic energy up to 60 feet long, 20 feet high, and 5 feet thick with its furthest point no further than 120 ft. You can bend this wall in any configuration, even enclosed shapes like cubes, cylinders, or domes. Each creature within its area upon creation or within 5 feet while it is in effect must make a Dexterity saving throw. On a failed save, a creature takes 7d6 + Vigor modifier necrotic damage, or half as much damage on a successful save. Any creature passing into the wall after it is cast fails automatically. For every additional 1 dark spent before casting, increase the length of the wall by 10 feet. This wall is invisible, with the only evidence of its existence being the inevitable corpses.
Boost (DC 13): When the duration expires, make a Vigor (Induce) check to extend the effect for another minute. The DC increases by 1 each time it is attempted.
Perish
Casting Charge (CC). 7
Casting Time (Time). 1 minute
Range. Touch
Duration. Instant
Components (Comp.). S
The target you touch must make a Constitution saving throw, taking 7d6 + Vigor modifier necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. For every 2 additional dark spent before casting, you can increase the number of dice by 1 (Max +5 dice).
Boost (DC 20): Increase damage dice to d8.
Lifeforce
Casting Charge (CC). 9
Casting Time (Time). 1 minute
Range. Touch
Duration. Instant
Components (Comp.). S
The target must make a Constitution saving throw. On a failed save, it takes 7d6 + Vigor modifier necrotic damage, or half as much damage on a successful save; you recover hit points equal to 25% of the damage dealt. The damage can’t reduce the target’s hit points below 1. For every 2 additional dark spent before casting, you can increase the number of dice by 1 (Max +5 dice).
Boost (DC 20): Increase damage dice to d8.
Greater Animate
Casting Charge (CC). 9
Casting Time (Time). 1 minute
Range. 30 feet
Duration. Instant
Components (Comp.). V, S, M
This operates the same as animate, except the maximum CR of the undead creature is now 5. For every 3 additional dark spent before casting, you can raise or sustain two undead.
Boost (DC 20): You can create undead at CR 6 or less.
Hand of Death
Casting Charge (CC). 11
Casting Time (Time). 1 minute
Range. Touch
Duration. Instant
Components (Comp.). S
The target must make a Constitution saving throw. It takes 9d6 + Vigor necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as an undead of CR 3 or less that is permanently under your command, following your verbal orders to the best of its ability. For every 2 additional dark spent before casting, you can increase the number of dice by 1 (Max +5 dice).
Boost (DC 20): Increase damage dice to d8.
Resurrection
Casting Charge (CC). -
Casting Time (Time). 1 hour
Range. Touch
Duration. Instant
Components (Comp.). V, S, M
You touch a creature that has been dead for no more than 5 years that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures all diseases afflicting the creature when it died. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target is at level 4 exhaustion.
Boost (DC 15): You can increase the age of the corpse by 5 years. Increase the DC by 1, increasing the age by 5 years each (no Max).
Sacrifice: After casting, you gain four levels of exhaustion.
River
Dead Life, Acid Ball, Acid Spray, Poison Puff, Line of Death, Acid/Poison Spit, Condition, Decomposition, Plague
his sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
You regain 2d4+2 hit points when you drink this potion.
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