(BASE)
Choose a target that you can see within range of the spell (60 Feet). The target must then make a Constitution saving throw against your Spell Save DC. On a failure the target takes 8d8 Necrotic damage, their movement speed is halved for the duration of the spell, and they gain disadvantage on Strength-based ability checks. Additionally, at the start of their next turn, the target must make a Strength Saving throw, also against your Spell save DC. If the target fails they become prone, as their equipment and/or body weight becomes too much for them to handle. If they pass this secondary Strength saving throw they are not made prone, but still suffer the other previous effects of the spell. Finally, at the end of each of the targets subsequent turns they can make a Constitution saving throw against the original Spell save DC to attempt to end the effects of the spell on them. If the target is able to end the spell effects on them, they gain 1 level of exhaustion for each full round of combat that the spell remained on them, to a minimum of 1.
(UPCAST)
- When casting this spell using a 6th level spell slot or higher, for each level spell slot higher than 5th, the necrotic damage is increased by 2d8.
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