Grim Tendrils Spell 1

Necromancy Negative

Traditions arcane, occult

Cast somatic, verbal

Area 30-foot line

Saving Throw Fortitude


Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save.

Critical Success The creature is unaffected.

Success The creature takes half the negative damage and no persistent bleed damage.

Failure The creature takes full damage.

Critical Failure The creature takes double negative damage and double persistent bleed damage.


Heightened (+1) The negative damage increases by 2d4, and the persistent bleed damage increases by 1.