{"name":"Necrotic Curse","level":"7-level","school":"Necromancy","classes":"Cleric, Warlock, Wizard","castingtime":"1 full turn","range":"60 feet","duration":"8 hours","components":"V, S, M","materials":"a pinch of grave dust","ritual":"1","description":"Choose a point within range. At the start of your next\r\nturn, you imbue a 20-foot-radius sphere with necrotic\r\nenergy. Any creature in the area which casts a healing\r\nspell must succeed on an Intelligence (Arcana or\r\nReligion) check against your spell save DC. If the check\r\nfails, the healing spell deals necrotic damage to each of\r\nits targets instead of its normal effect.\r\nLiving creatures that rest in this area do not regain hit\r\npoints or spent hit dice. Undead which enter the area\r\nimmediately regain 1d8 hit points.\r\nThe spell can be ended by casting remove curse or\r\ngreater restoration within its area specifically for that\r\npurpose.","higherlevels":"","source":"Mordenkainen's Lost Notebook","tabledata":"","tags":"Spell, Cleric, Warlock, Wizard, 7th-level","templateId":"19","blockId":"224104","isShared":"1"}