You gamble some of your own life force on a curse that bedevils your enemy but may empower you. You can not cast this spell if you currently have less than 5 hit points. Choose a conscious living creature within range that can see or hear you. The target makes a Wisdom saving throw. If it fails, the target takes 1d4 psychic damage. You also take the same amount of psychic damage, which cannot be reduced or redirected in any way. Before the beginning of your next turn, if the target is hit with an attack, it takes an additional 1d4 necrotic damage, and the spell ends. When this happens, you also gain temporary hit points equal to your spellcasting ability modifier plus the amount of necrotic damage the creature took.
Level
Cantrip
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
1 Round
School
Necromancy
Attack/Save
WIS Save
Damage/Effect
Psychic
Comments