Crimson whirlwind
3rd level Necromancy
Casting Time: 1 action
Range: Self (30-foot radius)
Target: Everyone within radius
Components: S M (need to wield a weapon)
Duration: Instantaneous
Element: Darkness You infuse your blade(s) with the necrotic energy that forces the next wound you inflict on enemy bleed uncontrollably and with a vicious slash send that energy in a cutting wave on all sides.
Make a ranged spell attack against all of the targets (allies included) in the radius of 30 ft centered on yourself. On a hit, the target takes damage equal to the one done by your blade. In addition to the normal damage dealt the target is wounded. At the start of each of the wounded creature’s turns, it takes 1d6 darkness damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. The wound also closes if the target receives magical healing.
This spell doesn't work on undead or constructs. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage die increase by one level for each slot level above 3rd Maxing out at d20. (4th - 1d8) (5th - 1d10) (6th - 1d12) (7th - 1d20)
Casting Time: 1 action
Range: Self (30-foot radius)
Target: Everyone within radius
Components: S M (need to wield a weapon)
Duration: Instantaneous
Element: Darkness You infuse your blade(s) with the necrotic energy that forces the next wound you inflict on enemy bleed uncontrollably and with a vicious slash send that energy in a cutting wave on all sides.
Make a ranged spell attack against all of the targets (allies included) in the radius of 30 ft centered on yourself. On a hit, the target takes damage equal to the one done by your blade. In addition to the normal damage dealt the target is wounded. At the start of each of the wounded creature’s turns, it takes 1d6 darkness damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. The wound also closes if the target receives magical healing.
This spell doesn't work on undead or constructs. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage die increase by one level for each slot level above 3rd Maxing out at d20. (4th - 1d8) (5th - 1d10) (6th - 1d12) (7th - 1d20)
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