Enervation

5th Edition
A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity Saving Throw. On a successful save, the target takes 2d8 Negative Energy damage, and the spell ends. On a failed save, the target takes 4d8 Negative Energy damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 Negative Energy damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain Hit Points equal to half the amount of Negative Energy damage the target takes. Undead do not heal from the damage of this spell, but do not take damage from it either.   At Higher Levels. When you cast this spell using a higher level spell slot, the damage increases by 1d8 for each spell level above its base level.
 

This is a rare option

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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This is a
Good Article
2nd Edition
School
Necromancy
Level
ANSWER
Range
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Save
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Duration
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Components
V, S
AoE
ANSWER
Casting Time

 
5th Edition
School
Necromancy
Level
Sorcerer 5, Warlock 5, Wizard 5
Casting Time
1 Action
Range
60 Feet
Components
V, S
Duration
Concentration, Up to 1 Minute

 
Pathfinder 2e
School
Necromancy
Tags
ANSWER
Traditions
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Cast
Range
60 Feet
Defense
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