Any and all parchment in the room are affected (If no parchment is present in the room 100 sheets are created then dissipate when the spell is complete.) When cast a cyclone on parchment forms around the target. The victim is cut with the edge of each sheet over and over again until they die. The spell cannot be dissipated but it can be dispelled by a substitution of victim via Teleportation swap or physically swapping victims-self sacrifice-. As the castor progresses in levels the cuts are deeper and more frequent. At highest 3 levels the parchment can cut through all armor and magical protections like they are not even there. The magic refreshes itself off the magic pool of the victim then off their hp. Hp depleted in this way cannot be replenished unless victim is replaced.
Spell Level 1-4 Victim is initially paralyzed and remains so until their death.
Spell Level 5&6 Victim is initially stunned and remains so until their death.
Spell Level 7+ Victim is initially unconscious and remains so until their death.
In the description, it mentions no saving throw, but a ranged attack, but the range is 3 feet. So the first thing I want to know if it's meant to be a ranged spell (30 or so feet away), or melee (range of touch, 5ft).
Usually affects like these (paralysis, unconsciousness, etc) ould require a saving throw as opposed to a ranged attack.
The duration, Until Dispelled, is incredibly overpowered. At first level, you can paralyze someone indefinitely? In terms of duration if you want no saving throw, then the duration should be at the end of the target's next turn. If you want to paralyze them longer, then make it last a minute, and at the end of each of their turns, they can make the saving throw.
As for damage, I don't the spell needs it. The main effect is the paralysis, not the damage. If you REALLY want damage, I ould suggest 1 slashing or 1d4 slashing (non-magical).
Please note: The second option I suggested for the duration should only be at a range of touch, this would make it dramatically less versatile the Hold Person, which has a range of 60ft and does exactly the same thing. The spell would then be useful to Bladesingers and builds around wizards/sorcerers in melee (if say, they are fighting an opponent with resistance/immunity to weapon damage).
the range is supposed to be anything within sight range which would be anywhere from touch to 30 feet or so. the effects are secondary to the point of the spell. the paralyzed is so they feel pain but are awake and cant do anything about it. stunned, to show a little more control of the spell. a little less mean as they are killed. unconscious is so they don't feel pain as the are killed. The software would not let me specify until they are dead. I did leave a way out through someone else's self sacrifice. It is a spell meant to be used for vengeance. I had designed this based on the real life execution named Death of a Thousand Cuts. You did give me some good ideas. thank you.
I updated to ranged at 30 feet but do not know how to change the damage to be death.
This spell is beyond insane and would never be allowed in any game.
It's basically an instant-kill-anything. Infinite-lasting paralyze condition with no save? Not even 9th level spells, the strongest in games, provide something so operpowered. This effect is something like Spell level 15. (Highest ever was 13 in all D&D History).
Then add the damage.
You spell scaling is odd: stun is weaker than paralysis, so upcasting weakens it? Until you get to immediately make them unconcious - which is stronger than paralysis.
Everything about this spell is wrong and God-level overpowered.
Consider starting 9th level, 1-minute duration, Dex save, on fail target takes 4d10 slashing damage and is paralyzed for duration, can repeat saving throw at end of turns to end effect, while under effect takes 2d10 slashing damage at start of turn.
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When I planned the spell i looked at the agony and mercy factor of each. if paralyzed the victim feels every single cut until they pass out or die which ever happens first. if stunned the victim is sort of out of it which blunts the pain to a point. While unconscious the victim feels nothing. the progression was to simulate control over the nuances of the spell and to show a modicum of mercy to the victim. i always felt like this should be low enough level where a novice assassin or executioner should be able to use and be something that is a very carefully guarded secret. any thoughts on that aspect.
I get the flavour of it but things like paralysis and unconcious etc, they have mechanical implications in the game.
The point is a slow execution, right?
How about this?
Make it a conjuration, 9th level spell, cast as an action against one creature you can see within 120 ft. Duration should be 1 minute, requiring concentration.
If the target has 100 hit points or less it is affected by spell: pieces of paper and parchment are conjured around the target and circle around them, occasionally cutting through their space injuring them. While affected by this spell the target cannot benefit from any kind of healing, has a speed of 0 and at the start of their turns they receive 10 magical slashing damage that bypasses resistance and immunity. The effect persists, following them, even if they moved or teleported. The effect ends when the creature dies or if your concentration on the spell ends.
--
Balanced against Power Word Kill, takes longer, etc. No paralysis or stun or whatever - these are mechanical terms and the spell is powerful enough.
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100 sheets of parchment are created then dissipate when the spell is complete. When cast, a cyclone of parchment forms around the target. The target is cut with the edge of each sheet over and over again until they die. While affected by this spell the target cannot benefit from any kind of healing. Hp depleted in this spell cannot be replenished unless victim is replaced. The target has their speed reduced to 0. The spell cannot be dissipated but it can be dispelled by a substitution of the target via Teleportation swap or physically swapping victims-self sacrifice-. (the self sacrifice has to roll 1-d20 and get an 18, 19, or 20 to be successful in either swap.) As the castor progresses in spell levels the cuts are deeper and more frequent. The parchment can cut through all armor and magical protections like they are not even there, causing slashing damage that bypasses all resistance and immunity. The spells effect persists until the targets death. The effects magic refreshes itself off the magic pool of the target then off their hp. The only way to avoid the spell is to have the scroll Mirror of Parchment in your immediate possession.
initial damage at level 5 is 4-d4 then 2 hp per turn until dead
initial damage at level 6 is 5-d4 then 3 hp per turn until dead
initial damage at level 7 is 6-d4 then 4 hp per turn until dead
initial damage at level 8 is 7-d4 then 5 hp per turn until dead
initial damage at level 9 is 8-d4 then 6 hp per turn until dead
Again, far, far too overpowered. Until Dispelled - and then stipulating it cannot be dispelled, that is will last until dead, and again we're in "instant-kill-anything-whenever-you-want" scenario which is far too broken.
You're basically giving a 10th level spell (maybe 11th) at the price of a 5th level spell slot. - Just nope.
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changed a few things and added a second out in the form of a magic artifact. check my previous post. artifact below.
Mirror of Parchment
Scroll, legendary
This scroll has silver writing on it in a language unknown to even the Gods. This scroll reflects any magical attack that would normally be unblock-able and reflects the attack back onto the castor. But doubles the effect of any attack that could be blocked or avoided. If attack is reflected then the holder is charmed for 2 rounds add 2 additional die to any roll during those two rounds. Only 1 scroll was ever created.
Balancing a spell by having a specific item to block it is not actually balancing the spell. The spell needs to be balanced on its own - without relying on anything else.
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Make it a concentration spell. If it's torture, the torturer would like to watch, no?
Give it a duration. 10 minutes if you GOTTA.
Give it a material component. It summons paper for crying out loud.
Drop the damage, or if you simply MUST, Intelligent Modifier damage each round (min 1) , AND the target gets to save every round.
How about instead of doing damage, the pain and distraction grants Advantage to anyone attacking the target and gives the target Disadvantage to any d20 rolls?
Don't root the target on top of everything else. Pick one or the other.
Drop the sacrifice bit, it has an 85% failure rate. Is this a reference to something?
I none of those things, then drop the idea of a spell. This is a very high level curse that shouldn't see use until your player are EPIC level.
It is a torturous execution based on an ancient torture. The self sacrifice save is an attempt to show futility but give hope. Only someone in love or a fanatic would give their life up to save someone who is basically dead with almost no chance of success. Or a hero with a martyr complex. I was thinking if the victim were to notice that this spell was being cast that it would be blocked. This would not invalidate mirror of parchment since the spell had not cast or would the mirrors bite be invoked because the spell itsself was not blocked but the casting. I can see adding a material req to the spell.
D&D isn't that type of game. Especially 5th edition. An old school revival game might be what you're looking for though.
Hit Points don't represent blood, or life force, so mush as opportunities to avoid doom. This sort of spell, available at level 1, will nuke any game you plan on running, or playing. I wish you luck.
D&D 5e is a game of dwindling resources. A Last Resort doesn't really work unless you have some weird restriction, like "This can only be the last spell you cast," and that doesn't make sense. The only other restriction is the caster suffers too, then maybe I could see someone using this as a last resort.
Also this is a torture spell; torture... slow torture - to DEATH - is never a last resort.
Both iterations of the spell are overpowered. I don't know if you're going for some Yu-Gi-Oh, trap card deal or what, but the spell stunlocks someone until they die. Unless time is a factor, this will always be the first spell someone casts, and the person on the receiving end will not have fun.
Dark Sun had an Inquisitor spell, I don't remember the level. After they cast it on a person, the inquisitor would interrogate the target. Every time the target lied, he/she took 1d12 radiant damage. Each lie increased the number of dice by one, so 1d12 for the first lie, 2d12 for the second lie, etc. I don't remember if there was an upper limit.
The kicker though, was that the inquisitor decided if the target was lying or not. It had nothing to do with the truth; it was a torture spell under the guise of a truth spell.
First of all, when you assign a level, look at other spells of the same level and give it similar abilities/restrictions. I'm using cloudkill for this one:
Try this:
LEVEL
5th (Wizard)
CONCENTRATION
CASTING TIME
1 Action
RANGE/AREA: 30 ft
COMPONENTS: V/S
DURATION: up to 10 min
SCHOOL: Conjuration
ATTACK/SAVE: Str or Dex every turn
DAMAGE/EFFECT
Summon a 15ft diameter tornado of paper 15 ft high that follows one target. For that target, every foot of movement costs 2 feet, and the area is heavily obscured and counts as rough terrain. Any creature in the area at the start of their turn or who moves into the area for the first time can make a dex OR strength saving throw and takes 4d6 slashing damage(half on a successful dex save) + 1d8 per 5 foot of movement. If they teleport out of the area or move, the cloud follows them (max speed 15ft/round) at the end of their turn. If the target teleports to another plane, the spell fails. If the target passes their strength save, the area is still rough terrain, but their movement speed costs otherwise are normal.
If a stronger wind overpowers it, the tornado takes 1 full turn to reform.
Damage increases 1d6 & 1d8 respectively per level upcast.
A cool secondary effect here, is that the victim (if smart, and magical) could teleport and make the tornado attack anyone in the way.
Your only real issue might be the dash action, but then they're wasting an action.. maybe make the tornado move up to 30ft a round than to avoid exploitation...
100 sheets of parchment are created then dissipate when the spell is complete. Prick a finger and put it on the parchment and cast the spell. When cast, a cyclone of parchment forms around the target. As a first level spell the target is cut with the edge of each sheet over and over again. Causing 2d4 magic damage and the target is distracted for 1 minute. It can be stopped with a dex check. As the magic user progresses levels the spell level increases. Each spell level after level 4 initial damage is calculated by the dice roll indicated below. If the spell is blocked or mis-cast the target loses only 1d4 of damage. At spell level 9 when the spell is cast a cyclone of parchment forms around the target cutting them until they die. While affected by this spell the target cannot benefit from any kind of healing. Hp depleted by this spell cannot be replenished unless victim is replaced. The target has their speed reduced to 0. The spell cannot be dissipated but it can be dispelled by a substitution of the target via Teleportation swap or physically swapping victims-self sacrifice-. (the self sacrifice has to roll 1-d20 and get an 18, 19, or 20 to be successful in either swap.) As the castor progresses in up in spell levels the spell progresses in level with them. the cuts are deeper and more frequent. The parchment can cut through all armor and magical protections like they are not even there, causing slashing damage that bypasses all resistance and immunity. The spells effect persists until the targets death. The effects magic refreshes itself off the magic pool of the target then off their hp. The only way to avoid the spell is to have the scroll Mirror of Parchment. Any mis-cast the target loses 3/4 of current remaining hp.
initial damage at level 5 is 4-d6 then 2 hp per turn
initial damage at level 6 is 5-d6 then 3 hp per turn
initial damage at level 7 is 6-d8 then 4 hp per turn
initial damage at level 8 is 7-d8 then 5 hp per turn
initial damage at level 9 is 8-d10 then 6 hp per turn
* - (Minimum of one piece of parchment and one drop of castor's blood.)
I wrote this spell based on a concept I had for a different rp game. https://www.dndbeyond.com/spells/374219-death-by-parchment-cut Originally it was called Death By Paper Cut but due to this being D&D I changed the name to
Death By Parchment Cut.
Any and all parchment in the room are affected (If no parchment is present in the room 100 sheets are created then dissipate when the spell is complete.) When cast a cyclone on parchment forms around the target. The victim is cut with the edge of each sheet over and over again until they die. The spell cannot be dissipated but it can be dispelled by a substitution of victim via Teleportation swap or physically swapping victims-self sacrifice-. As the castor progresses in levels the cuts are deeper and more frequent. At highest 3 levels the parchment can cut through all armor and magical protections like they are not even there. The magic refreshes itself off the magic pool of the victim then off their hp. Hp depleted in this way cannot be replenished unless victim is replaced.
Spell Level 1-4 Victim is initially paralyzed and remains so until their death.
Spell Level 5&6 Victim is initially stunned and remains so until their death.
Spell Level 7+ Victim is initially unconscious and remains so until their death.
initial damage at level 1 is 1-d8
initial damage at level 3+ is 2-d8
initial damage at level 5+ is 4-d8
initial damage at level 7+ is 6-d8
This is way to overpowered for a 1st level spell.
In the description, it mentions no saving throw, but a ranged attack, but the range is 3 feet. So the first thing I want to know if it's meant to be a ranged spell (30 or so feet away), or melee (range of touch, 5ft).
Usually affects like these (paralysis, unconsciousness, etc) ould require a saving throw as opposed to a ranged attack.
The duration, Until Dispelled, is incredibly overpowered. At first level, you can paralyze someone indefinitely? In terms of duration if you want no saving throw, then the duration should be at the end of the target's next turn. If you want to paralyze them longer, then make it last a minute, and at the end of each of their turns, they can make the saving throw.
As for damage, I don't the spell needs it. The main effect is the paralysis, not the damage. If you REALLY want damage, I ould suggest 1 slashing or 1d4 slashing (non-magical).
Please note: The second option I suggested for the duration should only be at a range of touch, this would make it dramatically less versatile the Hold Person, which has a range of 60ft and does exactly the same thing. The spell would then be useful to Bladesingers and builds around wizards/sorcerers in melee (if say, they are fighting an opponent with resistance/immunity to weapon damage).
D&D is a game for nerds... so I guess I'm one :p
the range is supposed to be anything within sight range which would be anywhere from touch to 30 feet or so. the effects are secondary to the point of the spell. the paralyzed is so they feel pain but are awake and cant do anything about it. stunned, to show a little more control of the spell. a little less mean as they are killed. unconscious is so they don't feel pain as the are killed. The software would not let me specify until they are dead. I did leave a way out through someone else's self sacrifice. It is a spell meant to be used for vengeance. I had designed this based on the real life execution named Death of a Thousand Cuts. You did give me some good ideas. thank you.
I updated to ranged at 30 feet but do not know how to change the damage to be death.
This spell is beyond insane and would never be allowed in any game.
It's basically an instant-kill-anything. Infinite-lasting paralyze condition with no save? Not even 9th level spells, the strongest in games, provide something so operpowered. This effect is something like Spell level 15. (Highest ever was 13 in all D&D History).
Then add the damage.
You spell scaling is odd: stun is weaker than paralysis, so upcasting weakens it? Until you get to immediately make them unconcious - which is stronger than paralysis.
Everything about this spell is wrong and God-level overpowered.
Consider starting 9th level, 1-minute duration, Dex save, on fail target takes 4d10 slashing damage and is paralyzed for duration, can repeat saving throw at end of turns to end effect, while under effect takes 2d10 slashing damage at start of turn.
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When I planned the spell i looked at the agony and mercy factor of each. if paralyzed the victim feels every single cut until they pass out or die which ever happens first. if stunned the victim is sort of out of it which blunts the pain to a point. While unconscious the victim feels nothing. the progression was to simulate control over the nuances of the spell and to show a modicum of mercy to the victim. i always felt like this should be low enough level where a novice assassin or executioner should be able to use and be something that is a very carefully guarded secret. any thoughts on that aspect.
I get the flavour of it but things like paralysis and unconcious etc, they have mechanical implications in the game.
The point is a slow execution, right?
How about this?
Make it a conjuration, 9th level spell, cast as an action against one creature you can see within 120 ft. Duration should be 1 minute, requiring concentration.
If the target has 100 hit points or less it is affected by spell: pieces of paper and parchment are conjured around the target and circle around them, occasionally cutting through their space injuring them. While affected by this spell the target cannot benefit from any kind of healing, has a speed of 0 and at the start of their turns they receive 10 magical slashing damage that bypasses resistance and immunity. The effect persists, following them, even if they moved or teleported. The effect ends when the creature dies or if your concentration on the spell ends.
--
Balanced against Power Word Kill, takes longer, etc. No paralysis or stun or whatever - these are mechanical terms and the spell is powerful enough.
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That is an interesting idea. I like it but i will have to tweak the specifics. Thanks.
I think this is better.
100 sheets of parchment are created then dissipate when the spell is complete. When cast, a cyclone of parchment forms around the target. The target is cut with the edge of each sheet over and over again until they die. While affected by this spell the target cannot benefit from any kind of healing. Hp depleted in this spell cannot be replenished unless victim is replaced. The target has their speed reduced to 0. The spell cannot be dissipated but it can be dispelled by a substitution of the target via Teleportation swap or physically swapping victims-self sacrifice-. (the self sacrifice has to roll 1-d20 and get an 18, 19, or 20 to be successful in either swap.) As the castor progresses in spell levels the cuts are deeper and more frequent. The parchment can cut through all armor and magical protections like they are not even there, causing slashing damage that bypasses all resistance and immunity. The spells effect persists until the targets death. The effects magic refreshes itself off the magic pool of the target then off their hp. The only way to avoid the spell is to have the scroll Mirror of Parchment in your immediate possession.
initial damage at level 5 is 4-d4 then 2 hp per turn until dead
initial damage at level 6 is 5-d4 then 3 hp per turn until dead
initial damage at level 7 is 6-d4 then 4 hp per turn until dead
initial damage at level 8 is 7-d4 then 5 hp per turn until dead
initial damage at level 9 is 8-d4 then 6 hp per turn until dead
Again, far, far too overpowered. Until Dispelled - and then stipulating it cannot be dispelled, that is will last until dead, and again we're in "instant-kill-anything-whenever-you-want" scenario which is far too broken.
You're basically giving a 10th level spell (maybe 11th) at the price of a 5th level spell slot. - Just nope.
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changed a few things and added a second out in the form of a magic artifact. check my previous post. artifact below.
This scroll has silver writing on it in a language unknown to even the Gods. This scroll reflects any magical attack that would normally be unblock-able and reflects the attack back onto the castor. But doubles the effect of any attack that could be blocked or avoided. If attack is reflected then the holder is charmed for 2 rounds add 2 additional die to any roll during those two rounds. Only 1 scroll was ever created.
Balancing a spell by having a specific item to block it is not actually balancing the spell. The spell needs to be balanced on its own - without relying on anything else.
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There's no balance here.
Just some suggestions:
I none of those things, then drop the idea of a spell. This is a very high level curse that shouldn't see use until your player are EPIC level.
Gnome Armorist - Artificer Subclass Homebrew
It is a torturous execution based on an ancient torture. The self sacrifice save is an attempt to show futility but give hope. Only someone in love or a fanatic would give their life up to save someone who is basically dead with almost no chance of success. Or a hero with a martyr complex. I was thinking if the victim were to notice that this spell was being cast that it would be blocked. This would not invalidate mirror of parchment since the spell had not cast or would the mirrors bite be invoked because the spell itsself was not blocked but the casting. I can see adding a material req to the spell.
I'm familiar with "Death by a Thousand Cuts."
D&D isn't that type of game. Especially 5th edition. An old school revival game might be what you're looking for though.
Hit Points don't represent blood, or life force, so mush as opportunities to avoid doom. This sort of spell, available at level 1, will nuke any game you plan on running, or playing. I wish you luck.
Gnome Armorist - Artificer Subclass Homebrew
I am trying to make something that is a last resort but still not be so overpowered that it is unplayable.
D&D 5e is a game of dwindling resources. A Last Resort doesn't really work unless you have some weird restriction, like "This can only be the last spell you cast," and that doesn't make sense. The only other restriction is the caster suffers too, then maybe I could see someone using this as a last resort.
Also this is a torture spell; torture... slow torture - to DEATH - is never a last resort.
Both iterations of the spell are overpowered. I don't know if you're going for some Yu-Gi-Oh, trap card deal or what, but the spell stunlocks someone until they die. Unless time is a factor, this will always be the first spell someone casts, and the person on the receiving end will not have fun.
Dark Sun had an Inquisitor spell, I don't remember the level. After they cast it on a person, the inquisitor would interrogate the target. Every time the target lied, he/she took 1d12 radiant damage. Each lie increased the number of dice by one, so 1d12 for the first lie, 2d12 for the second lie, etc. I don't remember if there was an upper limit.
The kicker though, was that the inquisitor decided if the target was lying or not. It had nothing to do with the truth; it was a torture spell under the guise of a truth spell.
I don't know if that helps, but there you go.
Gnome Armorist - Artificer Subclass Homebrew
Make it a cantrip instead. Does some damage and distracts so the tank can get advantage
Hmmm. Maybe if i start it as a distraction cantrip but grows with character until it can only be stopped with the mirror of parchment. Better?
First of all, when you assign a level, look at other spells of the same level and give it similar abilities/restrictions.
I'm using cloudkill for this one:
Try this:
If a stronger wind overpowers it, the tornado takes 1 full turn to reform.
Damage increases 1d6 & 1d8 respectively per level upcast.
A cool secondary effect here, is that the victim (if smart, and magical) could teleport and make the tornado attack anyone in the way.
Your only real issue might be the dash action, but then they're wasting an action.. maybe make the tornado move up to 30ft a round than to avoid exploitation...
here is the newest version.
100 sheets of parchment are created then dissipate when the spell is complete. Prick a finger and put it on the parchment and cast the spell. When cast, a cyclone of parchment forms around the target. As a first level spell the target is cut with the edge of each sheet over and over again. Causing 2d4 magic damage and the target is distracted for 1 minute. It can be stopped with a dex check. As the magic user progresses levels the spell level increases. Each spell level after level 4 initial damage is calculated by the dice roll indicated below. If the spell is blocked or mis-cast the target loses only 1d4 of damage. At spell level 9 when the spell is cast a cyclone of parchment forms around the target cutting them until they die. While affected by this spell the target cannot benefit from any kind of healing. Hp depleted by this spell cannot be replenished unless victim is replaced. The target has their speed reduced to 0. The spell cannot be dissipated but it can be dispelled by a substitution of the target via Teleportation swap or physically swapping victims-self sacrifice-. (the self sacrifice has to roll 1-d20 and get an 18, 19, or 20 to be successful in either swap.) As the castor progresses in up in spell levels the spell progresses in level with them. the cuts are deeper and more frequent. The parchment can cut through all armor and magical protections like they are not even there, causing slashing damage that bypasses all resistance and immunity. The spells effect persists until the targets death. The effects magic refreshes itself off the magic pool of the target then off their hp. The only way to avoid the spell is to have the scroll Mirror of Parchment. Any mis-cast the target loses 3/4 of current remaining hp.
initial damage at level 5 is 4-d6 then 2 hp per turn
initial damage at level 6 is 5-d6 then 3 hp per turn
initial damage at level 7 is 6-d8 then 4 hp per turn
initial damage at level 8 is 7-d8 then 5 hp per turn
initial damage at level 9 is 8-d10 then 6 hp per turn
* - (Minimum of one piece of parchment and one drop of castor's blood.)