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Investiture of Necrosis

6th-level transmutation

Casting Time: 1 action

Range: Self

Components: V, S

Duration: concentration, up to 10 minutes

Classes: pale master, sorcerer, warlock, wizard

Necrotic energies race across your body, shedding dim light in a 60-foot radius for the spell’s duration. The necrosis doesn’t harm you. Until the spell ends, you gain the following benefits:

You are immune to necrotic damage and resistant to poison damage.

Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 necrotic damage.

You can use your action to create a line of necrotic energy 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one.

Section 15: Copyright Notice

Grimlore’s Grimoire Copyright 2018, Grimlore Entertainment; Trevor Armstrong.