As you hold your hands outward, shadows coalesce around you, forming a chilling cone. The necrotic shadows reach out and cling to the flesh of those caught within, draining their life force. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
You channel dark energy into your touch, siphoning vitality from the target to mend their wounds with necrotic power.
A creature you touch regains a number of hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Attacks against the target gain +1 to attack rolls until the end of its next turn.
At Higher Levels.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
A 5-foot-diameter sphere of infernal flames appears in an unoccupied space of your choice within range and lasts for the duration. The sphere appears as a swirling vortex of dark red and black flames, flickering with sinister energy. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 necrotic damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each
slot level above 2nd.
You draw upon the shadowy energies of the underworld, weaving them into three ominous rays of pure necrotic force that swirl around your outstretched hand. Each ray crackles with dark, eerie energy, ready to be unleashed upon your chosen target(s).
With a commanding gesture, you release the rays, sending them streaking through the air like serpents of black mist toward your foes. As they make contact, the necrotic energy envelops the targets, draining their life essence with a cold, soul-sapping touch.
Make a ranged spell attack for each ray. On a hit, the target is engulfed by the necrotic energy, which siphons away vitality, causing 2d6 necrotic damage per ray.
At Higher Levels.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
This spell channels dark energy into plants within a specific area, causing them to wither and decay rapidly. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point wither and transform, turning into twisted, blackened husks, grasping at anything within reach. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours, you taint the land. All plants in a half-mile radius centered on a point within range become depleted for 1 year. The plants yield half the normal amount of food when harvested, this harvested food has a foul taste and is somewhat poisonous.
With this spell, a caster can snatch a soul teetering on the precipice of the afterlife and force it back into its earthly vessel, if the vessel is touched within one minute of the death of the creature. The creature returns to life with 1 hit point, but this resurrection comes at a terrible cost. The revived creature returns to life with a piece of its soul forever bound to the realm of darkness, leaving it with a hollow emptiness that gnaws at its sanity.