Level
6th
Casting Time
1 Action
Range/Area
20 ft. (30 ft. )
Components
V, S, M *
Duration
Special 3 Rounds
School
Necromancy
Attack/Save
DEX Save
Damage/Effect
Control (...)

Squirming, black tentacles fill a 30-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 16(3d10) necromatic damage, 16(3d10) bludgeoning damage and is exhausted, restrained, frightened and grappled by the tentacles until the spell ends. A creature that starts its turn in the area and is already exhausted, restrained, frightehed and grappled by the tentacles takes 16(3d10) bludgeoning damage.

A creature that's exhausted, restrained, frightened and grappled by the tentacles can use its action to make a Strength or Dexterity check (its choice) against the spell on DC. On a success, it frees itself, but it stays exhausted and frightened. On a fail, it takes 19(1d12) necromatic damage and it will be unconscious.

* - (A dark crystal)

Spell Tags: Damage Control

Available For: Wizard (Legacy) - School of Necromancy (Legacy) Cleric (Legacy) - Death Domain Sorcerer (Legacy) - Shadow Magic (Legacy) Blood Hunter - Order of the Profane Soul (INT) Cleric (Legacy) - Twilight Domain

novanewworld

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