When you cast spells you siphon and destroy the living energies of the land and creatures around you. All nonmagical plantlife within range withers and crumbles to ash. The range of your defilement depends on what level spell you cast as shown on the table below.
| Spell Level | Range |
| 1st | 5 ft. |
| 2nd | 5 ft. |
| 3rd | 10 ft. |
| 4th | 10 ft. |
| 5th | 15 ft. |
| 6th | 20 ft. |
| 7th | 30 ft. |
| 8th | 45 ft. |
| 9th | 60 ft. |
When in dense vegetation such as a forest or jungle, the range is halved. When you are in an area of sparse vegetation the range doubles. The land and plant life affected by your defilement cannot be regrown or healed in nonmagical ways and will remain barren unless magical measures are taken to heal it.
Magical plants and plant creatures in the defilement range must make a Constitution saving throw versus your spell save DC or take 2d12 necrotic damage per spell level, on a failed saving throw, or half as much necrotic damage on a successful one. A creature whose hit points are reduced to 0 from this effect are turned to ash.
If there is no plant life within your defilement range when you cast one of your sorcerer spells, you can choose to use your own lifeforce instead, taking an amount of necrotic damage equal to 2d12 for each level of the spell, immediately after you cast it. When you take necrotic damage in this way, this damage ignores resistance and immunity. Otherwise, the spell fails and the slot is spent.
Previous Versions
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9/26/2023 2:57:04 AM
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