The energy of Necromancer Magic strikes a creature you can see within the cast range, and squeezes his water and vitality.
- Level: 4
- Casting time: 1 Action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
The target must make a Constitution save. The loser of the save will take 8d8 points of erosion damage.
If the save is successful, the damage will be halved. This spell has no effect on constructing creatures and undead.
If the target is a plant-type creature or a magic plant, its saving throw has a disadvantage, and the spell damage takes the maximum value.
If the target is a non-magic, non-biological plant, such as a tree or shrub, it will wither and die without saving.
Ascending ring cast effect. When casting this spell using a 5th-level or higher spell slot, each time you use a spell slot higher than the 4th ring, the spell’s damage is increased by 1d8.