Casting Time: 1 action Range: 150 feet Components: V, S, M (a bit of sponge) Duration: Instantaneous You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly.
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| rdf:type
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| rdfs:label
| - Abi-Dalzim's Horrid Wilting
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| rdfs:comment
| - Casting Time: 1 action Range: 150 feet Components: V, S, M (a bit of sponge) Duration: Instantaneous You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly.
- Abi-Dalzim's Horrid Wilting causes massive dehydration in every hostile creature within the area of effect.
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| not usable by
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| spell code
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| saving throw
| - vs. Spell for half damage
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| dbkwik:baldursgate...iPageUsesTemplate
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| Name
| - Abi-Dalzim's Horrid Wilting
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| bypass magic damage resistance
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| aggro friendly npcs
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| break invisibility
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| spread specs
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| projectile specs
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| affect playable/friendly/hostile
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| bypass magic resistance
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| Appears In
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| in sequencer
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| abstract
| - Casting Time: 1 action Range: 150 feet Components: V, S, M (a bit of sponge) Duration: Instantaneous You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly.
- Abi-Dalzim's Horrid Wilting causes massive dehydration in every hostile creature within the area of effect.
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