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Wild Magic: Dark Tendrils
(Condition)
From Baldur's Gate 3 Wiki
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Wild Magic: Dark Tendrils
Each creature within
9 m / 30 ft of you must succeed a
Constitution
saving throw
or take
1d12
Necrotic
damage. Additionally, you gain
1d12 Temporary Hit Points
.
The DC is based off your
Charisma
modifier
Sources of Wild Magic: Dark Tendrils
Wild Magic: Dark Tendrils