Level
2nd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
Instantaneous
School
Necromancy
Attack/Save
None
Damage/Effect
Necrotic

Within a 10-foot sphere centred on a point within range, you conjure life and death. Each creature of your choice in that area must make a Constitution saving throw. On a failed save, they take 2d6 necrotic damage, or half as much damage on a successful one. As you cast the spell, any nonmagical vegetation in the area decays and withers, turning into black husks.

Furthermore, you can select one creature in that area to regain hit points. This creature can roll one of its unspent Hit Dice and add your spellcasting ability modifier to the roll. The creature then regains hit points equal to the total.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.

Available For: Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy) Cleric (Legacy) - Nature Domain (Legacy) Paladin (Legacy) - Oath of the Ancients (Legacy)

TheWelshHeathen

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