The energy of necromantic magic hits a creature you can see within the casting distance, and squeezes its moisture and vitality. The target must make a Constitution saving throw. Those who fail the saving throw will suffer 8d8 points of eclipse damage. If the saving throw is successful, the damage will be halved. This spell has no effect on constructs and undead creatures.
Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 Action
Range: 30 feet
Components: V, S
If the target is a plant creature or magical plant, its saving throw has a disadvantage, and the spell damage takes the maximum value.
If the target is a non-magical non-living plant, such as a tree or shrub, it will wither and die without saving.
When you use a 5th-level or higher spell slot to cast this spell, the damage of the spell will increase by 1d8 for every 4th-level spell slot you use.