You invoke the power of Mu, the realm of Enihilids. Tendrils of dark, inky black matter erupt from you & batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage & can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
Can be cast as a reaction for defensive purposes, roll 1d6, if a 1 take full damage, 2-3 quarter damage, 4-5 half damage, 6 no damage.
Can also be cast as a utility spell, using the Tendrils to manipulate objects or interact with beings. Roll a D20 CON to control the tendrils, then roll DEX to interact with desired objects.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Comments