Your weapon radiates terrible energy that empowers the next strike you make with it. The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 necrotic damage.
If the target of that attack was a creature, it must make a successful Constitution saving throw or take 1d6 necrotic damage at the start of each of its turns for 1 minute, its flesh rotting around the wound. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The rotting effect also ends if the affected creature receives magical healing.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the weapon’s hit increases by 1d6 for each slot level above 1st. Subsequent necrotic damage doesn’t increase.







Comments