Soul Rend
You attempt to wrench the soul of a creature you can see within range from its corporeal form, forcing it to make a Charisma saving throw. On a failure, a creature takes 4d6 Psychic damage and 4d6 Necrotic damage, and is dazed until the end of its next turn. On a success, a creature takes half as much damage and isn’t dazed. While dazed, a creature can’t take Reactions, can take only an action or Bonus Action on its turn, not both, and has its Speed halved.
A creature that is reduced to 0 Hit Points in this way dies and can’t be revived by a Revivify spell. Creatures without souls are unaffected by this spell.
Using a Higher-Level Spell Slot. Both damage types each increase by 1d6 for each spell slot level above 4.
Zaman's Guide to the End of Time
V, S, M
one drop of blue curaçao

Comments