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Resilient Friendship

  • casting time 1 action
  • range 5ft

  • components Verbal
  • duration Instant

You magically assist a creature within range, granting it the benefits of the Help action. If the target you helped successfully accomplishes the task by the start of your next turn, you gain 1d4 temporary hp, which lasts for 1 hour.

The number of temporary hp you gain increases when you reach 5th level (1d6), 11th level (1d8), and 17th level (1d10).

Witch Enchantment Cantrip

Butterfly Storm

  • casting time Action
  • range 120 feet

  • components V,S,M
  • duration CON - 1min

Insect legs

You create a chaotic cloud of butterflies in a 20-foot-radius sphere centred on a point you choose within range. The area is heavily obscured, and resting smoke or fog in the area is dispersed.
Creatures of your choice in the area when you cast this spell ignore the following effects. For the duration, the affected area is difficult terrain. When a creature attempts to leave the spell's area, it must make a STR save. On a fail, it is pulled back to an unoccupied space closest to the centre of the sphere.

Witch Conjuration

Cackle

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instant

You cackle wildly at one creature within range that can hear you, unleashing the power of your scorn and animosity. The target must make a Wisdom saving throw. On a failure, it takes 1d8 psychic damage and has disadvantage on the next Strength or Dexterity ability check or saving throw it makes before the start of your next turn.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Witch Enchanment

Breath of Belladonna

  • casting time 1 action
  • range Self (15 foot cube)

  • components S, M
  • duration Instant

3 berries worth 1gp

You consume the belladonna berries used as a material component, taking 1d10 poison damage, and breathe out a poisonous cloud. Each creature in a 15-foot cube originating from you must make a Constitution saving throw.
On a failed save, a creature takes 3d10 poison damage and is poisoned until the start of your next turn. On a success,the creature takes half as much damage and isn’t poisoned. A creature that doesn’t need to breathe automatically succeeds on its saving throw.

At Higher Levels. If you use a spell slot of 3rd level or
higher to cast this spell, the damage you deal increases by 1d10 for each slot level above 2nd. The damage you take doesn’t increase.

Witch 2nd Level Necromancy

Tongue-Tie

  • casting time 1 action
  • range 60 feet

  • components V,S
  • duration CON up to 8hrs

1 creature within range that you can see or hear. WIS save or become cursed. Choose a topic of conversation. While cursed, whenever target attempts to speak about the chosen topic, you, or this spell, a one of the below spills forth from its lips instead of words:
• Tiny toads, snakes, moths, or other vermin
• Short-lived wildflowers in full bloom
• Black filth or bile
• Fairy tales and nursery rhymes
• Unflattering, unrelated truths about the target or those they are addressing.
Attempts to write about the subject result in crude drawings of the chosen phenomenon. If the target can communicate telepathically or another creature reads its mind, it can communicate about the curse that way. If you have caught the target in a lie, or if you have done it a kindness and receive no thanks within 1 minute, the target has disadvantage on its saving throw, the spell doesn’t require concentration, and the effect is permanent unless removed by a remove curse or greater restoration spell. Action to end it myself.
At Higher Levels. Spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Witch Enchanment

Witch's Grasp

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration CON up to 1 min

You clench your hand in a grasping motion toward a creature within range, wrapping the target with twisting ribbons of shadow. The target must succeed on a Strength saving throw or be grappled for the duration, and you may choose to levitate the creature up to 3 feet off the ground. A creature grappled by this spell can use its action to
make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. If the target of this spell has attacked you or forced you to make a saving throw within the last minute and has never been damaged by you, it has disadvantage on its Strength saving throw. On a failure, you can choose for the target to take 1d8 necrotic damage as part of the casting of this spell, and an additional 1d8 necrotic damage at the
beginning of each of its turns while grappled by this spell. The spell ends if the target is ever outside the spell’s range.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.

Witch Evocation

Cure Wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instant

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

At Higher levels. The healing increases by 2d8 for each spell slot level above 1.

Abjuration

Blade Ward

  • casting time Action
  • range Self

  • components V, S
  • duration CON up to 1 min

Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.

Chromatic Orb

  • casting time 1 Action
  • range 90 feet

  • components V, S, M
  • duration Instant

Diamond worth 50 gp

Hurl an orb of energy at a target within range. Choose acid, cold, fire, lightning, poison or thunder for the type of damage, then make a ranged spell attack vs target. Ona. hit, the target takes 3d8 damage of the chosen type.
If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll vs the new target, and a make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.
At Higher levels. The damage increased by 1d8 for each spell slot above 1. The can leap a max number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.


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Witch Bolt

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration CON up to 1 min

A twig struck by lightning

A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 lightning damage.
On each of your subsequent turns, you can take a bonus action to deal 1d12 lightning damage to the target automatically, even if the first attack missed.
The spell ends if the target is ever outside the spell's range or if it has Total Cover from you.
At Higher levels. The initial damage increases by 1d12 for each spell slot above 1.

Inflict Wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instant

A creature you touch makes a CON save, taking 2d10 Necrotic damage on a failed save or half as much damage on a success.
At Higher levels. The damage increased by 1d10 for each spell slot level above 1.

Sleep

  • casting time Action
  • range 60 feet

  • components V, S, M
  • duration CON up to 1 min

A pinch of sand or rose petals

Each creature of your choice in a 5 foot radisu sphere centered on a point within range must succeed on a WIS save throw or have the incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on the target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.
Creatures that don't sleep, such as elves, or that have immunity to the exhaustion condition automatically succeed on saves against the spell.

Enchantment

Lesser Restoration

  • casting time Bonus Action
  • range Touch

  • components V, S
  • duration Instant

You touch a creature and end one condition on it: Blinded, deafened, paralyzed or poisoned.

Abjuration

Spiny Shield

  • casting time 1 reaction
  • range Self

  • components V, S, M
  • duration 1 round

A small quill

An ethereal barrier made of spikes, interposes itself between you and the attacker. Until your next turn, when you are hit by a melee attack, the barrier reduces the damage you're dealt by 2d4, and deals the same amount of piercing damage to the attacker. The shield is ineffective against ranged attackers, but still provides a +2 bonus to AC (treat as half cover) against them for the duration.

Abjuration

Veil of Dusk

  • casting time 1 bonus action
  • range 60 feet

  • components V, S, M
  • duration CON up to 1 min

A pinch of soot

You incant towards a creature, cloaking them in a shadowy veil of darkness and silence. The target gains a +1 bonus to their armour class and makes stealth checks with advantage for the duration.

Abjuration

Cleansing Crystal

  • casting time Action
  • range Touch

  • components V,S,M
  • duration 1 hour

A gem worth at least 50gp

You imbue a crystal with magic to absorb harmful influences. For duration, when a creature carrying the crystal would take dam as a result of a spell or magical effect in the space it occupies at the start of its turn, the crystal reduces the damage it takes by 2d6. When the creature would make a saving throw to avoid an effect based on the space it occupies at the start of its turn, it has adv. on the save.
For the duration, when a creature with the crystal would take Necrotic, poision or psychic dam, can end the spell as a reaction to give the creature resistance to the triggering dam until the end of its next turn.

With higher level spell slots: When cast using a level 4 + spell slot, creatures within 10 feet of the crystal also gain its benefits

Witch Abjuration

Tasha's Mind Whip

  • casting time action
  • range 90 feet

  • components V
  • duration 1 round

You physically lash out at one creature you can see within range. The target must make an intelligence saying throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action , or a bonus action, it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spells other effects.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot above 2nd. The creatures must be within 30 feet of each other when you target them.

Witch Enchantment

Air Bubble

  • casting time action
  • range 60 feet

  • components S
  • duration 24 hours

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one.

At higher levels: When cast using a spell slot of 3rd or higher, you can create two additional globes of fresh air for each slot level above 2nd.

Witch Conjuration

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Nathair's Mischief

  • casting time action
  • range 60 feet

  • components S,M
  • duration CON, 1 min

A piece of crust from an apple pie

You fill a 20foot cube you can see within range with magic. Roll a d4 on the mischievous surge table to determine the effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
1 The smell of apple pie fills the air and each creature in the cube rolls a WIS save or become charmed until the start of my next turn.
2 Bouquets of flowers appear all around, and each creature in the cube makes a DEX save, or be blinded until the start of my next turn
3 Each creature in the cube must succeed on a WIS save or begin giggling until the start of my next turn. They are incapacitated and uses all its movement to move in a random direction.
4 Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of my next turn

Witch Illusion

Pacify Person

  • casting time Action
  • range 60 feet

  • components V,S,M
  • duration CON - 1min

A gull's feather

You attempt to pacify a humanoid you see within range.
The target makes a WIS saving throw. On a fail, it is pacified until the spell ends. A pacified creature can't attack, cast a spell that affects an enemy, or deal damage to another creature. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

At higher levels: When cast with a spell slot of 2nd level or higher, can target one additional humanoid for each slot above 1st. The humanoids must be within 30 feet of each other when you target them.

Witch Enchantment

Healing Spirit

  • casting time Bonus Action
  • range 60 feet

  • components V, S
  • duration CON - 1min

Spirit appears in a 5-foot cube you can see within range. It looks like a transparent beast or fey.
Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hp to it (no action).
As a bonus action on your turn, can move the spirit up to 30 feet to a space you can see. The spirit can heal a number of times equal to 1 + your spellcasting ability modifer (minimum of twice). After that, the spirit disappears.

At higher levels: When you cast this spell using 3rd or higher, increase the healing by 1D6 for each slot above 2nd.

Witch Conjuration

At Your Side

  • casting time Action
  • range 30 feet

  • components V,S
  • duration 1 hour

You and up to 3 other willing creatures of my choice within range form an arcane bond, which magically pulls you forward when moving towards each other. For the duration, each target's speed increases by 5 feet, and whenever an affected creature ends it turn, other targets of the spell can use their reaction to move up to half their speed in the direction of another affected creature.

At higher levels: When you cast this spell using a spell slot of 3rd or higher, you can target one additional creature for slot above 2nd.

Witch Transmutation

Pogmo's Pot

  • casting time Action
  • range 60 feet

  • components V,S
  • duration 10 minutes

You summon a cast iron pot in an unoccupied space on the ground within range. All objects within 20 feet of the pot that are neither worn nor carried and weigh no more than 10 pounds are sucked inside the container, whether or not they should fit. All objects are stored in an extradimensional space inside the pot until the spell ends, at which point the pot vanishes and the objects contained appear on the ground in its space.
For the duration, the pot remains sealed shut and objects inside can't be accessed until the spell ends. The pot is 1 foot wide and 1 foot tall. It can easily be moved or carried an always weighs 15 pounds, regardless of how much the objects it contains weigh.
The pot is immune to all damage, but can be dispelled.

Witch Conjuration

Summon Jack-o'-Lantern

  • casting time Action
  • range 60 feet

  • components V,S,M
  • duration Instant

Bits of jack-o'-lantern

A giant jack-o'-lantern grows around up to four medium or smaller creatures or one large creature within a 5 foot radius on a point you can see within range. An unwilling creature in the area can make a DEX save leaping 5 feet outside it on a success.
While inside, creatures can only see through its eyes and mouth, which are on one side of it, selected by you when you cast this spell. The creatures can make attacks with ranged or reach weapons only from this side. Creatures outside only see a warm, glwoing light when looking through its mouth or eyes. While it remains, no creature in, or outside can pass or reach through it.
It weighs 5,000 pounds, has an AC of 15 and 100 hp. It naturally loses 20 hp each year. When it is reduced to 0 hp, it is destroyed.

Witch Conjuration

Pacify Monster

  • casting time Action
  • range 60 feet

  • components V,S,M
  • duration CON - 1min

A gull's feather

You attempt to pacify a creature you can see within range. The target makes a WIS saving throw. On a fail, it is pacified by you until the spell ends. A pacified creature can't attack, cast a spell that affects an enemy, or deal damage to another creature. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot about 4th. The creatures must be 30 feet of each other.

Witch Enchantment

Vegetable Blade

  • casting time Action
  • range 30 feet

  • components V,S,M
  • duration CON - 1min

A strip of grass

A lush bunch of vegetable fronds suddenly springs from the ground in an unoccupied space you can see within range. As a bonus action, a creature can pull the fronds from the ground, revealing a root vegetable in the shape of a blade. For the duration, a creature can use the blade a melee weapon with which it is proficient. It deals 1d12 slashing damage on a hit, and has the finesse property.
On Subsequent turns, the wielder or an ally can use a bonus action to take a bite out of it. Doing so heals for a number of hp equal to blade's damage die + spellcasting ability mod. Once a bite has been taken from the blade, its damage die is reduced by one size. If it is reduced beyond a d4, it is destroyed and the spell ends.

Witch Conjuration

Spell Signature

  • casting time 10 minutes
  • range 30 feet

  • components V,S,M
  • duration Instant

A rosewood match

As you cast the spell you draw out the potent scents trapped within all magic. Choose a magical effect you're aware of that's within range. The effect releases a scent specific to the creature that created it. If you are familiar with the creature, you know automatically it was from them.
If you are not familiar, you can make an ability check using your spellcasting ability mod + proficiency bonus. Refer to the below to what you glean from the scent:
DC 5 - Type of creature that created it
DC 10 - If the creature has a class, you learn what
DC 15 - You learn if the creature is affiliated with an organisation
DC 20 - You learn the name of the creature

Witch Divination

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Shared Vision

  • casting time Action
  • range 1 mile

  • components S,M
  • duration CON 10mins

A glass eye

You target a willing creature that is familiar to you and within range. For the duration or until the target dismisses the effect on itself as an action, the target can see through your eyes, gaining the benefits of any special senses that you have. During this time the target can swap between their own vision and your vision as a bonus action.

At higher levels: When you cast this spell using 3rd level or higher, you can target one additional willing creature for each slot above 2nd.

Witch Divination

Counterspy

  • casting time 10 minutes
  • range 5ft

  • components V,S.M
  • duration 1 hour

A bag or sand or six candles

You create an intricate arcane circle made of candles and sand centred on a point on the ground within range. The circle can have a radius of 10 feet or less. If at any point before the spell ends a creature outside the circle can see or hear you through magical or nonmagical means, the candle's flames will change colour. If a spell or magical effect was used, you are aware of it and understand the extent of its effects.

Witch Abjuration

Beast Transmutation

  • casting time Action
  • range 30 Feet

  • components S
  • duration CON - 1hour

This spell transforms a beast that you can see within range into a new humanoid form. An unwilling creature must succeed on a WIS saving throw to avoid the effect.
The transformation lasts for the duration or until the target drops to 0 hp/dies. The new form has the appearance of any humanoid/race you choose. The game statistics, including mental ability scores & hp are replaced by a commoner. It retains its alignment/personality.
When it reverts to its normal form, it goes back to its normal hp before transforming. If it reverts as a result of dropping to 0 hp, any excess carries over to its normal form.
At higher levels: When you cast this spell using a spell slot of 3rd level or highger, the spell's duration increases by 1 hour for each slot abot 2nd.

Witch Transmutation

Whelm Weapon

  • casting time Action
  • range 60 feet

  • components V,S,M
  • duration CON -1min

A drop of seawater

Up to three weapons of your choice that you can see within range become enveloped by water. Roll a d4: for the duration, any damage dealt by the weapons is reduced by the number you rolled (to a minimum of 1).

At higher levels: When you cast this spell at 2nd or higher, you can target two additional weapons for each slot above 1st.

Witch Transmutation

Call to the Hunter

  • casting time Action
  • range 60 feet

  • components V,S
  • duration CON Up to 1 hour

Call an allied beast, choosing its native environemt: land, air or water. The creature uses the Allied Hunter stat block and has the form of an animal native to the chosen environment which determines certain traits. It disappears when the spell ends or it drops to 0 hp.
In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands (no action required) by you. If you don't issue any, it defends itself against hostile creatures or takes the Dodge action, using its movement to avoid danger.
When casting with a spell slot of level 3+, use the higher level wherever it appears on the stat block.

Witch Conjuration Level 3

Create Poppet

  • casting time Action
  • range Self

  • components V,S,M
  • duration 1 Min

Clay & Willow Branches

You fashion the material components into a Tiny doll (or fashion from shadow if cast without). While you hold this doll, you can take the following actions:
-Healing Gift: Bonus action, choose 1 creature you can see within 15 feet. That creature regains HP = 1d8 + spellcasting ability mod.
-Cleansing Gift: Bonus action, choose one creature you can see within 15 feet. You can either end one disease or one condition on it: Blinded, deafened, poisoned, or stunned.
Curse-Warding Gift: Reaction, when you are targeted by a curse spell, you negate its effect on you.
When you use the doll for the 3rd time, it is destroyed, leaving its heart behind as a seed. Until the spell ends, any creature can eat the seed as a Bonus Action & gain 2d8 temporary hp.

Witch Trasmutation Level 3

Spellwarping Curse

  • casting time Action
  • range 60 feet

  • components V,S
  • duration 1 minute

You place a curse on a creature within range. The target must succeed on a WIS saving throw or become cursed for the duration. While cursed, it takes 1d8 + its spellcasting ability modifier (min of 1) psychic damage each time it casts or spell or uses a magical feature that deals damage or forces a creature to make a saving throw. Remove Curse spells that the target casts on itself can't remove this curse.

When you cast this spell using a level 6+ spell slot and the target has ever targeted you with a harmful spell or magical effect against your will, they have disadvantage on the save and the effect is permanent unless removed by remove curse, greater restoration or similar. You can also choose to end the spell by using an action to dismiss it.

Witch Aburation Level 3

Counterspell

  • casting time Reaction
  • range 60 feet

  • components S
  • duration Instantaneous

You attempt to interrupt a creature in the process of casting a spell. The creature makes a CON save. On a fail, the spell dissipates with no effect, and the action/bonus action/reaction used to cast it was wasted. If that spell was cast with a spell slot, the slot isn't expended.

Witch Abjuration Level 3

Slow

  • casting time Action
  • range 120 feet

  • components V,S,M
  • duration CON up to 1 min

A drop of molasses

You alter time around up to 6 creatures of your choice in a 40 foot cube within range. Each target must succeed on a WIS save or be affected by the spell for the duration.
An affected target's speed is halved, it takes a -2 penalty to AC and dexterity saving throws, and it can't take reactions. On its turns, it can take either an action or a bonus action, not both, and it can only make one attack if it takes the attack action. If it casts a spell with a Somatic component, there is a 25% chance the spell fails as a result of the target making the spell's gestures too slowly.
An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.

Witch Transmuation Level 3

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Ashardalon's Stride

  • casting time Bonus Action
  • range Self

  • components V,S
  • duration CON up to 1 min

Flames of a dragon blast at your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks. When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
At higher levels: When you cast this spell using a spell slot of 4th level of higher, increase your speed by 5 feet and deal an additional 1d6 fire damage for each spell level above 3rd.

Witch Transmutation Level 3

Enemies Abound

  • casting time Action
  • range 120 feet

  • components V,S
  • duration CON up to 1 min

You reach into the mind of one creature you see and force it to make an INT save. A creature automatically succeeds if it immune to being frightened. On a fail, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the creature choose another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, other other ability it's using. If an enemy provokes an opportunity attack from the affected creature, it makes an attack if able to.

Witch Enchantment Level 3

Globe of Twilight

  • casting time Action
  • range Self

  • components V,S,M
  • duration CON up to 10 mins

A dab of pitch and a bag of glittering sand

You shroud the area surrounding you in a sphere of night sky, dotted with stars in a 15 foot emanation. The area affected by the spell is lightly obscured by magical shadow. Only light produced by a spell of 3rd level or higher can properly illuminate any area inside the sphere. Nonmagical light does not function in it, and all other forms of magical radiance can only produce dim light in a 5 foot space.
When the spell is cast, you can choose a number of creatures to be concealed by the sphere. They have ADV on DEX (Stealth) checks when inside and may attempt to hide at any time.
Creatures within also have DIS on WIS (perception) checks made to see outside of it & when unchosen creatures enter the spell's area for the first time or start their turn there, they make a WIS save or are blinded until the end of its turn.

Intellect Fortress

  • casting time Action
  • range 30 feet

  • components V
  • duration CON up to 1 hour

For the duration, one willing creature you can see within range has Resistance to Psychic damage, as
well as Advantage on Intelligence, Wisdom, and
Charisma saving throws.
Using a Higher-Level Spell Slot. You can target
one additional creature for each spell slot level
above 3.

Witch Abjuration Level 3

Spirit Shroud

  • casting time Bonus Action
  • range Self

  • components V,S
  • duration CON up to 1 min

You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hp until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels about 3rd.

Witch Necromancy level 3

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