Essence Instability
You cause the target to radiate a harmful aura. Both the target and every creature beginning or ending its turn within 20 feet of the target suffer 2d6 poison damage per round. The target can make a Constitution saving throw each round to negate the damage and end the affliction. Success means the target no longer takes damage from the aura, but the aura still persists around the target for the full duration.
Creatures affected by the aura must make a successful Constitution saving throw each round to negate the damage. The aura moves with the original target and is unaffected by [gust of wind]({{ base_url }}/spells/gust-of-wind) and similar spells.
The aura does not detect as magical or poison, and is invisible, odorless, and intangible (though the spell’s presence can be detected on the original target). [Protection from poison]({{ base_url }}/spells/protection-from-poison) negates the spell’s effects on targets but will not dispel the aura. A foot of metal or stone, two inches of lead, or a force effect such as [mage armor]({{ base_url }}/spells/mage-armor) or [wall of force]({{ base_url }}/spells/wall-of-force) will block it.
Classes
slugessence-instability
higher_levelWhen you cast this spell using a spell slot of 6th level or higher, the aura lasts 1 minute longer and the poison damage increases by 1d6 for each slot level above 5th.
page
range120 feet
target_range_sort120
componentsV, S
requires_verbal_componentsYes
requires_somatic_componentsYes
requires_material_componentsNo
material
can_be_cast_as_ritualNo
duration1 minute
requires_concentrationNo
casting_time1 action
level_int5
spell_level5
schooltransmutation
dnd_classSorcerer, Wizard
archetype
circles
document__slugdmag
document__titleDeep Magic 5e
document__license_urlhttp://open5e.com/legal
document__urlhttps://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/