Level
8th
Casting Time
1 Action
Range/Area
120 ft. (30 ft. )
Components
V, S, M *
Duration
Concentration 10 Minutes
School
Necromancy
Attack/Save
CON Save
Damage/Effect
Necrotic

Dim, greenish light spreads from a point you designate in a 60ft sphere. The sphere counts as magical darkness and cannot be affected by the gust spell.

Any creature already inside the area at the initial casting, moves into the spell's area, or starts its turn there, must succeed on a Constitution saving throw or take 8d10 necrotic damage, suffer one level of exhaustion, and emit a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

Any living creature that takes damage besides the listed radiant damage must also make a Charisma Saving Throw. On a failure, the target is now feared by whatever inflicted the damage upon it.

Any undead that enter the area are unaffected and gain advantage on all saving throws and attack rolls. Any Undead above CR 1 also becomes immune to turn or destroy undead and regenerate 1 hit point per round. These undead effects last for the next minute.

* - (a cut piece of obsidian)

Spell Tags: Damage Debuff

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Ringsaround

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