Source: Spells That Don't Suck
You summon a large, ghostly entity which envelops you, aiding your attacks and making its own, striking down your foes. The entity is incorporeal and invulnerable. Choose a damage type when you cast this spell: cold, necrotic, or radiant. All damage dealt by this spell is of that type.
For the duration of the spell, your weapons are wreathed in ethereal light, dealing 1d4 extra damage on every hit. Any creature that takes this damage can’t regain hit points until the start of your next turn. In addition, when you cast this spell and as a bonus action on subsequent turns, you can command the entity to make a melee spell attack against one target within 10 feet. On a hit, the target takes 2d8 damage and must succeed on a Wisdom saving throw or have its speed reduced to 0 until the end of its next turn.
When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the entity’s attacks increases by 1d8 for each slot level above 3rd.
About Spectral Champion
Spectral Champion is a Level 3 level spell from the school of Necromancy.
This spell has a casting time of bonus-action , and a range of Self . It has a duration of Instantaneous.
Spell Details
Complete details
Spell Details
Complete details about this spell:
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At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the entity’s attacks increases by 1d8 for each slot level above 3rd.
Casting Tips
2 tips
Casting Tips
Consider these tips when casting this spell:
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Tactical Use: Mid-tier spell with significant tactical impact. Great for resource management challenges.
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Concentration: Requires concentration. Maintain focus to sustain the spell's effect.
School of Magic: Necromancy
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School of Magic: Necromancy
Necromancy spells manipulate life force, death, and the undead.
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