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Wither and Bloom

Wither and Bloom

2nd-level Necromancy

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a withered vine twisted into a loop)
Duration: Instantaneous

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.

In addition, one creature of your choice in that area gains can spend and roll one of its unspent Hit Dice and regain a number of temporary hit points equal to the roll you made for the necrotic damage. That creature also regains hit points equal to plus your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd., and the number of Hit Dice that can be spent and added to the healing roll The number of creatures you can choose to gain temporary hit points and healing also increases by one for each slot above 2nd.

Spell Lists. Druid, Ranger, Sorcerer, Wizard

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