You touch a living creature that has 0 hitpoints. The creature becomes stable. This spell has no effect on undead or constructs.
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.,
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above first.,
A ray of sickening greenish energy lashes out,toward a creature within range. Make a ranged spell attack against the target. , On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.,
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. ,,
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is imune to this effect.,The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends.,The frightened target can repeat the saving throw at the end of each of it's turns, ending the effect on itself on a success.,
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creature must be within 30 feet of each other when you target them.,
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. ,