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# Spells of Hallownest #### Focus *1st level evocation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You focus life energy to heal your wounds. As an action, you restore 1d6 of your own hit points. On subsequent turns while the spell is active, you can use your action to restore 1d6 hit points. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the hit points restored increases by 1d6 for every 2 slots above 1st. #### Vengeful Spirit *1st level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self (60 foot line) - **Components:** V, S - **Duration:** Instantaneous ___ A glowing white sphere of soul energy erupts from your body. Creatures in a 5 foot wide, 60 foot line originating from you must make a Dexterity saving throw. On a failure, they take 2d6 radiant damage and are pushed back 10 feet. On a success, the creature takes half damage and is not pushed back. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot above 1st. #### Desolate Dive *1st level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self (5 foot radius) - **Components:** V, S - **Duration:** Instantaneous ___ Cloaking yourself in soul energy, you slam the ground with reckless ferocity. Creatures in a 5 foot radius of you must succeed on a Dexterity saving throw or take 2d8 force damage, half on a success. If you cast this spell in the air, you travel toward the ground in a straight line at a rate of 100 feet per round. You cannot take actions, bonus actions, reactions or use your normal movement until you reach the ground. Once you reach the ground, creatures within 5 feet of where you land make the above saving throw. You take no falling damage when you hit the ground with this spell. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot above 1st. \columnbreak #### Howling Wraiths *1st level necromancy* ___ - **Casting Time:** 1 action - **Range:** Self (15 foot cube) - **Components:** V, S - **Duration:** Instantaneous ___ You unleash screaming wraiths from your mouth. Creatures in a 15 foot cube above you must make a Constitution saving throw. On a failure, they take 2d10 necrotic damage, half on a success. The wraiths go through solid objects within range. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot above 1st.
\pagebreak #### Shade Soul *3rd level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self (100 foot line) - **Components:** V, S, M (Elegant Key) - **Duration:** Instantaneous ___ You conjure a shadow that flies forward and burns foes in its path. Creatures in a line 100 foot long and 5 feet wide must make a Dexterity saving throw. On a failure, they take 6d6 radiant damage, half on a success. For every 5 they fail by, they take an additional 2d6 necrotic damage. **At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, both instances of damage increase by 1d6 for each 2 slots above 3rd. #### Descending Dark *4th level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self (10 foot radius, 20 foot high cylinder) - **Components:** V, S, M (Crystal Heart) - **Duration:** Instantaneous ___ You strike the ground with a concentrated force of magic and shadow. Creatures in a 10 foot radius, 20 foot high cylinder centered on you must succeed on a Dexterity saving throw or take 5d8 force damage, half on a success. If you cast this spell in the air, you travel toward the ground in a straight line at a rate of 150 feet per round. You cannot take actions, bonus actions, reactions or use your normal movement until you reach the ground. All creatures within 10 feet of your path must succeed on a Dexterity saving throw or take 3d8 force damage, half on a success. Once you reach the ground, creatures in a 10 foot radius, 20 foot high cylinder centered on you must succeed on a Dexterity saving throw or take 5d8 force damage, half on a success. You take no falling damage when you hit the ground with this spell. Additionally, this spell can break through any stone between you and the ground, as long as it is 1 foot or less in thickness. **At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, both instances of damage increase by 1d8 for each slot above 4th. #### Abyss Shriek *4th level necromancy* ___ - **Casting Time:** 1 action - **Range:** Self (5 foot radius, 40 foot high cylinder) - **Components:** V, S, M (King's Brand) - **Duration:** Instantaneous ___ You blast foes with screaming soul and shadow. Creatures in a 5 foot radius, 40 foot high cylinder centered on you must succeed on a Constitution saving throw or take 6d10 necrotic damage, half on a success. The shriek goes through solid objects within range. **At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot above 4th.