By harnessing necromantic energy through the air, you create a 20 ft. aura around themselves that pulses continuously. There are two variants of this aura, which the caster must stick with one upon casting this spell.
Pestilence. Each creature of your choosing within range must make a Constitution saving throw, and the target(s) take 3d6 necrotic damage and has disadvantage on their next attack roll on a failed save, or half as much damage on a successful save with no additional effect.
Antibodies. Each creature of your choosing within range gains 1d12 temporary hit points and must roll a 1d4. The number rolled is added to the creature's AC.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
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