Level
4th
Casting Time
1 Action
Range/Area
20 ft. (20 ft. *)
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
CON Save
Damage/Effect
Necrotic

You conjure a shockwave of warm energy that pulls water from living beings within a 20-foot-radius sphere centered on a point within range. Any creatures within range must make a Constitution saving throw. Upon a failed save, the creature takes 4d10 necrotic damage and is stunned until the start of your next turn. Upon a successful save, the creature takes half as much damage and is not stunned.

Constructs and undead are unaffected by this spell. Plants and water elementals automatically fail the saving throw, and water elementals take the maximum possible damage. Non-magical plants that aren't creatures wither and die immediately, and all non-magical sources of water within range dry out.

* - (a pinch of sand)

Previous Versions

Name Date Modified Views Adds Version Actions
7/26/2021 6:17:50 PM
2
0
1
Coming Soon

Spell Tags: Damage

Available For: Druid (Legacy) Warlock (Legacy) Wizard (Legacy)

JustTooBanterous

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