You take your own life force to either affect others with life or death. You take 6D6 points of necrotic damage. And reduce your maximum hit points by half that amount until the next long rest.
Six tiny flickers of ghostly flame appear in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your subsequent turns — you can expend one or two of the flames, sending them streaking toward targets you choose within 120 feet of you. Once a flame reaches a target you may cause one of two possible effects.
Dolour - The target must make a constitution saving throw against your spell save DC. A creature takes 2d6 + your spellcasting ability modifier necrotic damage on a failed save, or half as much damage on a successful one.
Splendor - The target takes 2d4 + your spellcasting ability modifier points of healing.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage to self is increased by 1D6 and the number of flickers created increases by two for each slot level above 4th.
Previous Versions
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Coming Soon
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