As an action, you afflict temporary undeath upon a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.
On a failure, it takes 1d6 necrotic damage and can’t regain health until the end of its next turn. If the creature is undead, it also has disadvantage on attacks made against you until the end of your next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At higher levels
This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).