Spell Description

Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d8 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell’s radius increases by 5 feet and its damage increases by 1d8 for each slot level above 1st.

Dark Tendrils

1st level, arcane (necromancy)

Casting Time

1 action

Duration

Instantaneous

Range

Self (10-foot radius)

Components

V,S