Level
8th
Casting Time
1 Action
Range/Area
150 ft
(30 ft )
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
CON Save
Damage/Effect
Necrotic
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.
Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.
* - (a bit of sponge)
Thanks I couldn't get it to work last time probably because I was editing a comment when I tried.
evocation wizards say hi :D
We homebrewed it using the following definition:
"Water elementals, plant type creatures, blood-sucking creatures, and aquatic/amphibious creatures have disadvantage on this saving throw. Creatures that do not require moisture or blood aren't affected."
SUCC
This isn't an evocation spell, so they get nothing special on this
So what's up with this spell's tool-tip? I can't seem to get it to work.
This is literally a spell that druids would HATE. It destroys an entire grove in a few seconds. Druids don't learn this spell, they fight people who DO learn it. The only druids that would have it are lichen liches that have gone mad.
Giving this spell to a druid is the stupidest thing I've ever heard of in D&D.
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Add exhaustion and it's quite excellent.
Druids get blight though, and this spell is bascially just a stronger, aoe version of it. Druids are just as capable of destroying nature as they are at perserving it, and an evil druid (or a circle of spore druid) especially would totaly use the power of blight and decay against their enemies.
This is a beautiful spell for necromancers as it doesn't hurt your thralls
I would assume so
Technically yes, it's every creature.
Oh... i just realised its wilting, not writing
Yes
There's plenty of reasons why a druid would legitimately want to destroy an area of plant life. Perhaps there's a forest fire, and they need to dry out an area of growth so that they can back burn, as we do in real life. Or perhaps they need to clear an area of diseased plant matter or some other harmful infestation.
Additionally, some plant creatures could be considered abominations, and need to be stopped.
Not all druids are good or neutral either. An evil druid might find destroying the natural environment in a relatively small area a reasonable cost for also destroying the kids that keep stealing all the fruit from an entire orchard. I mean, hey, he told them to get off his lawn! If they didn't listen, it's on them.
Yes it would
Yes, although you can generally cast these kinds of spells off center and avoid this
if your making an anti nature druid then this would be useful to take out food supplies to a kingdom
I remember this spell from 3.5e, it was DEVASTATING if you knew the right place to cast it. And wizards/sorcerers got this thing at level 8. Talking a max of 20d6 (or 20d8 to water elementals/plants) damage at 9th level, and as long as any additional creature was within 60ft of the initial targets, the spell would jump to the next person. DM had the BBEG of the game cast that in the middle of a city while we (the party) could only watch and then get blamed for the massacre.