1-level Conjuration
Tendrils batter all creatures within 10 feet of you. They must make a Strength save. On a fail, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a success, it takes half damage and suffers no other effects.
At higher levels: At Higher Levels: The damage increases by 1d6 for each slot level above 1st.