Level
2nd
Casting Time
1 Bonus Action
Range/Area
60 ft. (15 ft. )
Components
V, S, M *
Duration
1 Round
School
Necromancy
Attack/Save
STR Save
Damage/Effect
Cold (...)

You open up an active Mote of Shadow to tether together a number of enemies equal to your proficiency modifier. In a 15-foot-radius sphere shadow tendrils lash out, centered on the active Mote and lasting for the duration. Those tendrils are filled with a cacophony of soft whispers and slurping noises that can be heard up to 20 feet away. Every creature damaged by this spell has its movement halved.

Any creature that is tethered to the Mote must make a Strength Save against your DC, on a fail they get 2d6 necrotic damage and 2d6 cold damage or half the damage on a success. On a fail the creature is restrained.

On Higher levels: If you cast the spell in combination with a 3rd level spell slot or higher the duration is improved by +1 turn per 2 levels above the 2nd (2 rounds at 4th level, 3 rounds at 6th level etc.). Each turn the save must be repeated and the damage is rerolled.

* - (a Mote of Shadow)

Spell Tags: Damage Control

Available For: Warlock (Legacy) Sorcerer (Legacy) - Shadow Magic (Legacy) Bard - College of Requiems

Dova_Cat

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