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Dream [1/2]

  • casting time 1 minute
  • range Special

  • components V, S, M
  • duration 8 hours

a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.

Necromancer 5th level Illusion

Dream [1/2] [1/2]

  • casting time 1 minute
  • range Special

  • components V, S, M
  • duration 8 hours

a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird

This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.

If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the

Necromancer 5th level Illusion

Dream [1/2] [2/2]

  • casting time 1 minute
  • range Special

  • components V, S, M
  • duration 8 hours

a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird

messenger appears in the target's dreams.

Necromancer 5th level Illusion

Insect Plague

  • casting time 1 action
  • range 300 feet

  • components V, S, M
  • duration Concentration, up to 10 minutes

a few grains of sugar, some kernels of grain, and a smear of fat

Swarming, biting locusts fill a 20-foot-radius sphere centred on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

Necromancer 5th level Conjuration

Dispel Evil and Good [1/2]

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

holy water or powdered silver and iron

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.

You can end the spell early by using either of the following special functions.

Break Enchantment: As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.

Dismissal: As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are

Necromancer 5th level Abjuration

Dispel Evil and Good [2/2]

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

holy water or powdered silver and iron

sent to the Shadowfell, and fey are sent to the Feywild.

Necromancer 5th level Abjuration

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