Festering Wounds

2nd-level necromancy

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (some rotted meat)

Duration: Concentration, up to 1 minute

Classes: cleric, warlock

Entropic energy permeates the target and impedes healing abilities and effects, including regeneration. Any spell that restores hit points or grants temporary has no effect on the target if it is 2nd level or lower, and each spell of 3rd level or higher has no effect unless its caster succeeds on a DC 13 ability check using its spellcasting ability. Non-spell effects that restore hit points or grant temporary hit points instead simply have only half their normal effect. Undead and constructs are immune, and other creatures can attempt a Constitution saving throw each round at the end of their turn to end the festering wounds. This does not require an action.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, your festering wounds automatically negates spells that restore hit points or grant temporary hit points unless they are higher level than the slot you used to cast festering wounds. Higher-level spells are negated unless the caster succeeds on an ability check using its spellcasting ability with a DC of 10 + the festering wound’s spell level.

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The Dragon’s Hoard #23 © 2022, Legendary Games; Authors Jason Nelson, Miguel Colon, Alex Riggs, Mike Myler, Robert J. Grady, Michael “solomani” Mifsud, Darrin Drader, Matt Kimmel, Scott D. Young.

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