You conjure a searing, malevolent flame that hovers in the air at a point you choose within range. The withering flame emits an eerie, pale green light, casting sickly shadows in its vicinity. This flame is not natural fire, but rather an otherworldly essence of destructive energy.
Any creature within a 20-foot radius of the flame must make a Constitution saving throw. On a failed save, the creature takes 6d6 necrotic damage as its flesh and vitality are consumed by the withering flames. On a successful save, the creature takes half damage. Undead and constructs have disadvantage on this saving throw.
While the spell is active, you can use a bonus action on subsequent turns to move the flame up to 30 feet in any direction. The flame can move freely through solid objects and can hover up to 10 feet above the ground.
Additionally, any creature that starts its turn or enters the area within 5 feet of the withering flame takes 2d6 necrotic damage. Creatures affected by this secondary damage can make a Dexterity saving throw to halve the damage.
If you lose concentration, the withering flame dissipates, and the spell ends.
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.
* - (a small piece of burnt parchment or charred bone)
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