{"name":"Avronin's Astral Assembly","spell_level":"6-level","casting_time":"10 minutes","range":"Unlimited","components":"Verbal, Material","materials":"a spool of fine copper wire and a gem worth at least 100 gp for each target","duration":"Concentration, 1 hour","school":"Necromancy","attack":"","effect":"Communication","higher_levels":"","classes":"Warlock, Wizard","spell_description":"You alert a number of creatures that you are familiar with, up to your spellcasting ability modifier (minimum of 1), of your intent to communicate with them through spiritual projection. The invitation can extend any distance and even cross to other planes of existence. Once notified, the creatures can choose to accept this communication at any time during the duration of the spell.\u00a0\r\n\r\nWhen a creature accepts, its spirit is projected into one of the gems used in casting the spell. The material body it leaves behind falls [tooltip:]While you have the Unconscious condition, you experience the following effects: Inert (You have the Incapacitated and Prone conditions, and you drop whatever you\u2019re holding. When this condition ends, you remain Prone.), Speed 0 (Your Speed is 0 and can\u2019t increase.), Attacks Affected (Attack rolls against you have Advantage.), Saving Throws Affected (You automatically fail Strength and Dexterity saving throws.), Automatic Critical Hits (Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.), Unaware (You\u2019re unaware of your surroundings.)]unconscious[\/tooltip] and doesn't need food or air. The creature's consciousness is present in the room with you, and its normal form appears as an astral projection within 5 feet of the gem its spirit occupies. You can see and hear all the creatures who have joined in the assembly, and they can see and hear you and each other as if they were present (which they are, astrally). They can't interact with anything physically. A creature can end the spell's effect on itself voluntarily at any time, as can you. \r\n\r\nWhen the effect ends or the duration expires, a creature's spirit returns to its body and it regains consciousness. A creature that withdraws voluntarily from the assembly can't rejoin it even if the spell is still active. If a gem is broken while occupied by a creature's astral self, the spirit in the gem returns to its body and the creature suffers two levels of [tooltip:While you have the Exhaustion condition, you experience the following effects: Exhaustion Levels (This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6.), D20 Tests Affected (When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level.), Speed Reduced (Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level.), Removing Exhaustion Levels (Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.)]exhaustion[\/tooltip].","source":"Deep Magic Volume 1","tags":"","templateId":"3000","blockId":"1553461","world":"f23bfee1-fef1-458a-9e5d-7b8dc747c3db","folder":"37951","isShared":"on"}