Sign of Koth

You invoke the twilight citadels of Koth to create a field of magical energy in the shape of a 60-foot-radius, 60-foot‑tall cylinder centered on you. The only visible evidence of this field is a black rune that appears on every doorway, window, or other portal inside the area.

Choose one of the following creature types: aberration, beast, celestial, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead. The sign affects creatures of the chosen type (including you, if applicable) in the following ways:

Creatures that aren’t affected by the field and that take a short rest inside it regain twice the usual number of hit points for each Hit Die spent at the end of the rest.

When you cast this spell, you can choose to reverse its magic; doing this will prevent affected creatures from leaving the area instead of from entering it, make them unable to hear sounds that originate outside the cylinder, and so forth. In this case, the field provides no benefit for taking a short rest.

Classes


slugsign-of-koth

higher_levelWhen you cast this spell using a spell slot of 8th level or higher, the radius increases by 30 feet for each slot level above 7th.

page

rangeSelf (60-foot radius)

target_range_sort0

componentsV, S, M

requires_verbal_componentsYes

requires_somatic_componentsYes

requires_material_componentsYes

materiala platinum dagger and a powdered black pearl worth 500 gp, which the spell consumes

can_be_cast_as_ritualNo

durationUntil dispelled

requires_concentrationNo

casting_time1 turn

level_int7

spell_level7

schoolabjuration

dnd_classBard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

archetype

circles

document__slugdmag

document__titleDeep Magic 5e

document__license_urlhttp://open5e.com/legal

document__urlhttps://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/