This spell sends small embers to cover the wounds of enemies in the area. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points.
Starting with the creature that has the lowest current hit points, each creature affected by this spell cannot be healed until the spell ends, or someone uses an action to douse the embers. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead creatures are immune to being affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
* - (a pinch of fine sand, rose petals, or a cricket)
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