Name | Conjunction of Shadow (HB) |
Level | 6 |
School | Conjuration |
Time | 1 action |
Range | 60 feet |
Componenents | V, S, M (an item originally from a plane of shadow or lethargy, worth at least 10 gp) |
Duration | Concentration, up to 1 minute |
Classes | School: Conjuration, Bard, Sorcerer, Warlock |
Text | You begin to merge your current plane of existence with a plane of shadow and lethargy in a 30-foot-radius, 60-foot-tall cylinder centered on a point that you can see within range. That area is under the following effects for the duration of the spell:
• Creatures in the cylinder's area are immune to the frightened and charmed conditions. If a creature is frightened or charmed when it is in the area of the spell, the effect causing that condition ends for that creature.
• All saving throws made in the cylinder against effects that deal necrotic damage are made with advantage or disadvantage (your choice when you cast the spell).
• When a humanoid creature dies in the cylinder, it immediately becomes a zombie under your mental control. All zombies created in this manner share your initiative count, but act immediately after you. These zombies return to mundane corpses when the spell ends or if they leave the cylinder.
When you cast the spell, and as your action each round for the duration, you can cause one of the following effects:
• The cylinder fills with magical darkness until you dispel it as a bonus action or until the spell ends. If this effect overlaps with an area of light created by a spell of 5th level or lower, the spell that created the light is dispelled.
• Each creature in the cylinder must succeed on a Wisdom saving throw or be stricken with extreme lethargy. A creature that fails this saving throw wastes its next turn doing nothing. Undead and constructs are immune to this effect.
Source: Tasha's Crucible of Everything Else, Volume 1 p. 59 (Homebrew) |