Umbra Maledictum (5e Spell)

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Umbra Maledictum
4th-level Conjuration
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: Instant


You summon an entity of pure darkness, known as a Maledictus, that emanates malignant energy and seeks to corrode the living and spread fear. The Maledictus takes the form of a spectral shadow that reflects your deepest fears. This spell can be used in the following ways:

  • Demoralize the Living: While the Maledictus is present, any living creature that comes within 30 feet of you must make a Wisdom saving throw against your spell DC. On a failed save, the creature is frightened and cannot come any closer to you for the duration of the spell.
  • Aura of Despair: The Maledictus emits an aura of hopelessness. You and any friendly creatures within 30 feet have advantage on all intimidation checks and may cause fear instead of damage when you wish. However, friendly creatures also take 1d4 psychic damage at the start of each of their turns while in the area.
  • Cursed Darkness: The Maledictus emits palpable darkness in a 30-foot radius. This darkness is considered magical and cannot be penetrated by light, even that created by spells of 3rd level or lower. Creatures in this darkness have disadvantage on attack and perception rolls.
  • Touch of Death: As a bonus action on your turn, you can direct the Maledictus to attack a creature within 30 feet of you. The Maledictus fires a bolt of necrotic energy at the creature, which must make a Constitution saving throw. The creature takes 8d6 necrotic damage on a failed save, or half as much on a successful save.


At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the Maledictus' effect lasts for 10 minutes without requiring concentration. Additionally, creatures that fail their saving throw against Touch of Death are also poisoned for 1 minute, and the necrotic damage increases to 2d6 for each level above 4th.

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