Level
4th
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
CON Save
Damage/Effect
Necrotic (...)

You deal damage yourself causing 2d6 slashing damge to yourself and use your blood to draw a sigil in the air causing necromantic energy to envelope a creature of your choice that you can see within range, drying up their veins and causing them to wither away. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on creatures that lack blood (undead, constructs, plants). The target must repeat the savings throw on each of their turns as their blood and body continues to dry up and turn to dust. On a success the spells effects end immediately, however the target is left with 1 point of exhaustion for each round they were effect.

Celestials and Fiends make the savings throw with advantage, on a fail the spell deals maximum damage to them.

If you drop an enemy to 0 hp with this spell, it withers and dies turning to dust and cannot be revived expect by means of a Wish spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 to you and 1d8 to the target for each slot level above 4th.

* - (fresh blood from the caster of the spell)

Spell Tags: Damage

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Cleric (Legacy) - Death Domain Cleric (Legacy) - Grave Domain (Legacy) Paladin (Legacy) - Oathbreaker Artificer (Legacy) - Alchemist (Legacy)

Deadhollows

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