You point at a creature within range and a thin black warping line of energy shoots from your finger to the target. choose one of the following effects:
Everchanger. The target must make a Con save or take 5d6 necrotic damage and be frightened of the caster for 1d4 rounds as their flesh begins to lose its form and constrict around them. on a successful save the target takes half damage and is not frightened.
White Wolf. The target must make a strength save or take 5d6 slashing damage and be knocked prone as a white spectral dire wolf tackles the target. the wolf remains for 1d4 rounds and will make a melee attack on the target using your spellcasting modifier, dealing 2d4 slashing damage on a successful hit. on a successful save the target takes half damage and the wolf does not remain.
Shadow Sap. The target must make a dexterity save or take 5d6 poison damage and be poisoned for 1d4 rounds. While poisoned in this way the target cannot regain hit points. on a successful save the target takes half damage and is not poisoned.
Blue Vengance. The target must make a charisma saving throw or takes 5d6 psychic damage and is frightened of the caster for 1d4 rounds as their mind creates horrific insults and whispers. on a successful save the target takes half damage and is not frightened.
Crimson Wrath. The target must make an intelligence saving throw or take 5d6 lightning damage and be on fire for 1d4 rounds. While on fire the target takes 2d4 fire damage at the start of their turn. on a successful save the target takes half damage and is not set on fire.
Nature's Fury. The target must make a wisdom saving throw or take 5d6 bludgeoning damage and be restrained for 1d4 rounds as vines snake around their body. on a successful save the target takes half damage and is not restrained.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the damage dice by 2 for each slot level above 5th.
* - (a precious blue gem worth at least 250gp)
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