You create three large, writhing tendrils of dark magic and direct them towards one or several creatures. Each tendril can target the same creature or a different one in the spell’s range, and you make a ranged spell attack for each tendril. Each tendril deals 1d12 bludgeoning damage on a hit.
Once hit, a creature makes a Constitution saving throw. On a failed saving throw, the creature takes 3d6 force damage and has disadvantage on its next saving throw until the beginning of your next turn. On a successful saving throw, a hit creature takes half of the force damage and does not have disadvantage on its next saving throw. If a creature is hit by more than one tendril in the same turn it only makes a saving throw for the first tendril that it is hit by, regardless of whether the save is successful or not. A creature cannot have disadvantage on its saving throws as a result of this spell more than once every 24 hours.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create an additional tendril for each slot level above 3rd.
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