Necromantic energy washes over a creature of your choice that you can see within range, draining the essence and vitality from it. The target must make a Constitution saving throw. The target takes 5d12 necrotic damage on a failed saving throw as well as, 1 level of exhaustion and their hit point maximum is reduced by half of the damage taken for 1 hour. half as much damage on a successful one and no exhaustion or hit point maximum reduction. This spell has no effect on constructs. Undead automatically fail the save.
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 non-magical 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 9th level the damage increases by 3d12 for each slot level above 8th.
Previous Versions
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8/24/2020 3:46:10 AM
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8/24/2020 3:48:51 AM
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