Vampiric Mists

6th-level necromancy (Sorcerer,Warlock,Wizard)


  • Casting Time: action
  • Range: 90 feet
  • Components: V, S, M (a flask of vampire blood)
  • Duration: Concentration, up to 1 minute

You create a 20-foot radius sphere of blood red mist centered on a point you choose within range. The mist spreads around corners and lasts for the duration. A strong wind can disperse the fog, ending the spell. The area is heavily obscured. If a creature enters or starts its turn in the mist, it must make a Constitution saving throw. They take 6d8 necrotic damage on a failed save and half as much on a successful one. This spell affects creatures that don't need to breathe, but has no effect on undead or constructs. If a creature is reduced to 0 hit points while in the mists, you heal 1d8 hit points. You may only heal damage from this spell once a round. The mists moves 10 feet away from you at the start of your turn. The vapors are heavier than air and sink to lowest level of the land.

At Higher Levels. You can cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each spell level above 6th.