As an additional cost to cast this spell, you must take 5d12 necrotic damage. This damage cannot be reduced in anyway. Your Hit Point Maximum is decreased by an amount equal to the necrotic damage dealt in this way until you finish a long rest.
You harness the power of time into yourself, revealing the fates and destinies of all creatures. A grand spectral clock appears behind you, its hands starting at 12. When you cast this spell, target any number of creatures within 120 feet of you. Each of those creatures are marked until this spell ends.
Each round, on Initiative Counts 20 and 10, the hands on the clock tick down, accumulating a charge of Memento Mori. If a creature marked by this spell dies before the spell ends, you accumulate an extra charge of Memento Mori, up to one charge per creature.
When the clock reaches 12 charges, or when the spell ends, the clock makes a grand chime as a wave of necrotic energy pulses out of it. All marked creatures must make a Constitution saving throw.
Each marked creature takes 30 necrotic damage and an additional 1d12 for each charge of Memento Mori that has been accumulated, up to 12d12, on a failed save, or half as much on a successful one.
In addition to this, creatures that failed the saving throw take on additional effects based on the charges of Memento Mori you accumulated before the spell ends. These effects last until they are dispelled by either the Greater Restoration or Wish spells.
- 3-5 Charges: Creatures gain disadvantage on Death Saving Throws and all healing they receive is reduced by half.
- 6-8 Charges: Creatures gain Vulnerability to Necrotic damage. Creatures with Resistance to Necrotic damage no longer have Resistance. Creatures with Immunity to Necrotic damage now have Resistance.
- 9-11 Charges: Creatures gain 3 levels of Exhaustion, and their Strength is reduced to 3.
- 12 Charges: Creatures are reduced to 0 Hit Points, and are incapable of being resurrected by anything short of a Wish spell.
You are unable to cast this spell again for 10d20 days.
* - (a diamond worth at least 25000 gp or an item created to be a phylactery, which the spell consumes)
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