Level
4th
Casting Time
1 Action
Range/Area
Self
30 ft.
Components
V
Duration
Concentration
10 Minutes
School
Abjuration
Attack/Save
None
Damage/Effect
Enervating energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centred on you. Each creature of your choice that enters the aura for the first time on a turn or starts its turn there must succeed on a Charisma saving throw or become drained until the end of its next turn. While drained, a creature has disadvantage on attack rolls and ability checks, can’t regain hit points, and must roll a d4 and subtract the number rolled from each attack roll or saving throw it makes.
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