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Spell

Creeping Rot

Level 4 Necromancy (Cleric, Druid, Warlock, Wizard)

Casting Time: Action
Range: 60 feet
Components: V, S, M (a pinch of spore-mold)
Duration: Concentration, up to 1 minute

You sow a rot in a creature's flesh. One creature you can see within range makes a Constitution saving throw. On a failed save, it takes 4d10 Necrotic damage and the rot takes hold; on a successful save, it takes half as much damage and the spell ends. While the rot holds, the target can't regain Hit Points, and it takes 2d10 Necrotic damage at the start of each of its turns. At the end of each of its turns, the target repeats the saving throw, ending the effect on itself on a success.

Using a Higher-Level Spell Slot. The initial damage increases by 2d10 for each spell slot level above 4.

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