Necromantic energy washes over a creature of your choice that you can see within range, draining vitality from it. The target must make a Constitution saving throw. The target takes 1d4 necrotic damage to it's overall health pool on a failed save that remains until a long rest or 24 hours later, whichever comes first. This spell has no effect on undead or constructs.
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.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
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1.0
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Posted Jun 30, 2024At Level 1 this spell does 8d8 of damage when cast by a 12th Level character, plus it's "Always Prepared".