Level
1st
Casting Time
1 Action
Range/Area
Touch
Components
V, S
Duration
Concentration 1 Minute
School
Necromancy
Attack/Save
Melee
Damage/Effect
Lightning (...)

Choose one damaged creature in melee range Heal them for 2D10 and store the damage. You can then make a spell attack against a creature you can reach as a bonus action. On a hit, the target takes the stored damage as lightning, fire, cold, or acid damage. At the start of your consecutive turns make a DC 14 wisdom save. On a fail you lose concentration of this spell. If you lose concentration of this spell you take the stored damage as necrotic.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d10 for each slot level above 1st.

Spell Tags: Healing Damage

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

myztek8

Comments

Posts Quoted:
Reply
Clear All Quotes