Level
1st
Casting Time
1 Action
Range/Area
Self (25 ft. )
Components
None
Duration
Concentration 10 Minutes
School
Necromancy
Attack/Save
CON Save
Damage/Effect
Damage

 

In the instance of being under extreme emotional distress, surrounding vitality (starts with plants spreads to bigger objects) begins to rot and decay. The energy basically being absorbed by the PC, which can then be used in self-benefit.

(think fountain of youth--you gain vitality by stealing it from someone else-- but on a much smaller scale)
The target zone spreads quickly with a range of 25ft in all directions with the PC as the center-point.

All sentient beings within that range are impacted and must make a CON saving throw (DC 12).
A success means there is no impact.

If it's a failure, take 1d4 damage (necrotic or force) and has disadvantage for the next time they roll for an action.

-If 6pts or more of Damage are done to creatures in range, the PC has advantage on their next turn.

-If 10pts or more of damage are done to creatures in range, you add either +2 to your HP or can add +1d6 damage to the next successful attack you make.

-If less than 6pts of damage are done the energy absorbed simply dissipates in a natural flow back to the earth.

Spell Tags: Damage

Available For: Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Ranger (Legacy) - Gloom Stalker (Legacy) Wizard (Legacy) - School of Necromancy (Legacy)

Insanitysanders

Comments

Posts Quoted:
Reply
Clear All Quotes