Circle of Death
NecromancyA sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
Spell Details
Player Guide
Position yourself 60+ feet away from enemies to avoid being caught in your own blast radius. Use terrain and positioning to maximize the number of enemies within the 60-foot sphere while minimizing allies caught in the effect. Pair with spells that impose disadvantage on saves or reduce enemy HP before casting to maximize casualties. Consider casting after enemies are clustered together by battlefield control or forced movement effects.
Spell Combos
DM Tips
Circle of Death is devastating against mobs but less useful against solo bosses with high CON saves; telegraph its use to prevent players from clustering carelessly. Be mindful that the 60-foot radius can easily include unintended allies if the party isn't spatially aware.