Level | 4th Level | Casting Time | 1 action | Range | 10m |
---|---|---|---|---|---|
AoE | Single | Duration | Instantaneous | ||
School | Debilitation | Components | V, S | ||
Classes | Arcanist, Blackguard, Geomancer, White Mage* |
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it.
The target must make a Constitution saving throw, taking 10 + 8d8 Dark damage, potentially
If you target a plant creature or a magickal plant, it makes the saving throw with Disadvantage, and the spell deals maximum damage to it.
If you target a non-magickal plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.
Critical Success (+10). The target is unaffected.
Success. The target takes half damage.
Failure. The target takes full damage and becomes Sickened until the end of its next turn.
Critical Failure (–10). The target takes double damage and becomes Sickened for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.