Level
7th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
Instantaneous
School
Necromancy
Attack/Save
CON Save
Damage/Effect
Necrotic

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 10d10 necrotic damage on a failed save, or half as much damage on a successful one. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

If you kill the target you draw it's moisture from its body and then absorb it making you even stronger. You gain one buff from the list.

- You gain 20 temporary hitpoints.

- Or, +2 AC until the end of your level divided by 4 rounded down.

- Or, You can hurl the water at another creature dealing one tenth of the spells damage.

- Or, if the target is a spellcaster you can gain 1 spellslot equal to the highest not used spellslot that the opponent had.

At Higher Levels: For each higher level you do 1d10 more damage. 10 more temporary hitpoints, or +1 more temporary AC, or you hurl water dealing 1/10 more damage.

Previous Versions

Name Date Modified Views Adds Version Actions
1/13/2024 11:20:43 PM
5
1
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Coming Soon

Spell Tags: Damage

Available For: Druid (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Cleric (Legacy) - Death Domain Cleric (Legacy) - Grave Domain (Legacy) Cleric (Legacy) - Blood Domain Druid (Legacy) - Circle of Spores Paladin (Legacy) - Oathbreaker Artificer (Legacy) - Alchemist (Legacy)

Emberflies

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