1st-level necromancy
You point at a creature within range that is below its hit point maximum and attempt to steal its vital essence. The target must make a Constitution saving throw. On a failed save, the target takes 2d8 necrotic damage, or half as much on a successful save. You gain temporary hit points equal to half the amount of damage the creature takes.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Last updated Oct 23 2024 @ 16:08
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