Spell Description
You target one living or dead plant or plant creature you can see within range. The spell's effect depends on whether the target is a living or dead plant:
Living plant. If the target is a plant creature, it must succeed on a Constitution saving throw or take 5d8 necrotic damage. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies. On a failed saving throw, all creatures within 10 feet of the target also regain 1d4 hit dice and can immediately spend up to 4 hit dice to regain hit points.
Dead plant. Each creature within 10 feet of the target must succeed on a Constitution saving throw or take 5d8 necrotic damage and become weakened until the beginning of your next turn. If at least one creature fails the saving throw, the plant absorbs the energy and comes back to life. A dead plant creature is brought back to life with a number of hit points equal to the total damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of hit dice a creature regains and can spend increases by one for each slot level above 4th (e.g. a creature regains 1d4+1 hit dice and can spend up to 5 hit dice when the spell is cast with a 5th level spell slot). Also, the necrotic damage increases by 2d8 for each slot level above 4th.
Life Cycle
4th level, primal (necromancy)
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Casting Time
1 action
Duration
Instantaneous
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Range
60 feet (sight)
Components
V,S,M*
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*this spell requires
a piece of fungus-infested bark.
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