Level
2nd
Casting Time
1 Bonus Action
Range/Area
Touch
Components
None
Duration
Concentration 1 Minute
School
Necromancy
Attack/Save
CON Save
Damage/Effect
Necrotic

You touch a magical weapon, and until this spell ends, the next creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 necrotic damage at the beginning of its turn for the remainder of the spell’s duration. A creature can only have one festering wound at a time.

Receiving at least 1 point of magical healing closes a festering wound, ending the recurring damage and the spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Available For: Cleric (Legacy) Ranger (Legacy)

Chritonic

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