Infuse your surroundings with unstable chaotic energy that moves with you. Any enemy that ends its turn within 5ft of you must make a constitution saving throw against your spell save DC, taking 4d8 necrotic damage and becoming poisoned on a failed save, and half as much damage with no effect on a successful save. If you take 10 or more points of damage from a single attack, this spell is triggered, causing all enemies within 20ft of you to suffer 10d12 necrotic damage on a failed constitution save, and 10d8 necrotic damage on a successful save. Activation of this spell causes ALL creatures, including you, within 120ft to be unable to receive any healing through any means for the next 24 hours. This effect can be removed with a successful “Remove Curse” spell cast at 7th level or higher.
Level
7th
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
Until Dispelled or Triggered
School
Abjuration
Attack/Save
None
Damage/Effect