Crimson Light 1st-level evocation (cleric, wizard, warlock) Casting Time: 1 action

1 action Range: Touch

Touch Components: V, M (a drop of blood)

V, M (a drop of blood) Duration: 1 hour A red orb springs forth from an object you touch and moves with it. It sheds light equal to a torch and can be covered to block it. The illumination from this spell ignores undead creatures including their worn equipment. If no other light is present and the creature is fully covered by the light, it is treated as invisible even for non undead creatures with darkvision. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher and provide a ruby worth at least 50 gp, which is consumed, the spell lasts until dispelled.

Daybreaker Shroud 3rd-level evocation (cleric, wizard, warlock) Casting Time: 1 Action

1 Action Range: 60 feet

60 feet Components: V, S, M (A drop blood)

V, S, M (A drop blood) Duration: Concentration, up to 10 minutes. You create a 15-foot radius sphere of fine red mist centered on a point within range. The sphere spreads around corners, and its area is dimly lit. Natural illumination and that of spells cast at the same or lower level than this one becomes blotted out. The light of this spell doesn't reveal undead creatures and anything worn or held by them. Unless another more powerful light source envelopes such creatures they are rendered invisible within the spells illumination. If you touch an object as you cast the spell the area becomes centered on the object and moves with it.

Veil of the Dead 3rd-level necromancy (cleric, wizard, warlock) Casting Time: 1 Action

1 Action Range: Touch

Touch Components: V, S, M (a bit of flesh, blood and hair from a living creature, which the spell consumes)

V, S, M (a bit of flesh, blood and hair from a living creature, which the spell consumes) Duration: Concentration, up to 1 hour. You draw forth necrotic energies, crimson light and use both to infuse a corporeal undead creature with false life.

The targets flesh seems restored to that of its living equivalent, the foul odor of decay vanishes and even magic is tricked. All abilities of the creature that depend on its look, smell or touch are suppressed for the duration of the spell. At the DM’s discretion other abilities might also be affected. A target can dismiss the spell for themselves as an bonus action and regain all suppressed abilities. Spells and other Abilities of divining nature, such as “Detect Good and Evil” or a Ranger’s Primeval Awareness treat them as their living equivalent, if the character fails a Wisdom saving throw rolled in secret by the DM. A Dracolich would appear as a dragon, a zombie as humanoid and so forth. The true nature of the target can also be revealed if a creature uses an action to inspect the illusion and the creature succeeds on Intelligence (Investigation) check against your spell DC.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target two additional creatures for each slot level above 3rd.

Rise of the Crimson Sun 9th-level conjuration Casting Time: 1 hour

1 hour Range: Self

Self Components: V, S, M (10 living humanoids, which must be killed by your hand as you cast this spell)

V, S, M (10 living humanoids, which must be killed by your hand as you cast this spell) Duration: 24 hours This ritual most vile calls upon dark powers to create a powerful veil over an area with a radius of 1 mile centered on you, thereafter it follows you. In the area the Sun appears red and only spends dim light that is no longer considered Sunlight for Weaknesses like that of Vampires.

All light magical or mundane in the area doesn't illuminate undead creatures including their equipment. This makes them invisible if fully covered in illumination even to the eyes of non undead creatures with darkvision.

Furthermore every non undead creature that enters the area of this spell for the first time and can see the sun must make a Wisdom saving throw or become frightened for 1 minute. Any creature you designate when you cast this spell is exempt from this secondary effect.

The spell is immune to the effects of Antimagic Field and while its casting can be interrupted with Counterspell, once in effect only a Wish or Dispel Magic cast at 9th level can be used to dispel this effect early.