Arms of the Outer Dark

You invoke the power of the strange beings within The Outer Dark, a place without true being. 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 2d6 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.   At Higher Levels. When you cast this spell using a higher level spell slot, the damage increases by 1d6 for each spell level above its base level.

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This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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2nd Edition
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School
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Save
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Duration
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Components
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AoE
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Casting Time
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3.5th Edition
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Effect
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Saving Throw
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Spell Resistance
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4th Edition

 
5th Edition
Level
Warlock 1
Casting Time
1 Action
Range
Self (10-foot Radius)
Components
V, S
Duration
Instantaneous

 
Pathfinder 2e
Tags
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Traditions
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Cast
Range
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Defense
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