So after running through the conversion of a spell from 2nd ed AD&d that wasn't converted over I got a little creative.
Aura of Blood Lightning
LEVEL
8th
CASTING TIME
1 Minute
RANGE/AREA
Self (30 ft )
COMPONENTS
V, S, M *
DURATION
Special
SCHOOL
Evocation
ATTACK/SAVE
DEX Save
An improved version of the 4th level spell Blood Lightning. The recipient of this spell has runic symbols drawn on their skin. Special oils mixed with powered amber are used to make these runes. These symbols after the casting of the spell fade and are difficult to detect. A remove curse spell is the only means to remove the spell from a recipient. It is triggered when the recipient takes damage from a slashing or piercing weapon.
The recipient is encased in an aura of blood red lightning that arcs out from any wound they have across their body. -This aura grants them +2 to AC for the duration. -Recipient has a pool of 12d6. Over the 5 minute duration the recipient may use Any number of D6 as damage die for bolts of blood red lightning released from the aura as a bonus action, range of 30 feet Using casters spell attack. This pool regenerates 1d6 per every other round for the duration. If the recipient depletes the dice pool the spell ends. -Melee attacks against the recipient require a dex save Vs. the casters DC failure expends 1d6 from the pool and the attacker takes damage equal to the amount of die in the damage pool. Success results in no damage. -The Recipient heals damage dealt through the lightning.
This spell has a unique duration as once triggered it lasts 5 minutes. Once the spell is cast the Aura remains in waiting for 1 day+1 day per the casters spell attack modifier or until triggered
Material cost is a mixture of 250gp worth of powered amber and oils painted into runes on the body at the end of the casting the drawn runes vanish from sight. Reapplying the oil to the rune before the spells duration will reset the spell and only costs 100 GP worth of the Powered Amber and Oil mixture.
* - (250 GP worth of a mixture of Powered amber and specialized oils.)
So after running through the conversion of a spell from 2nd ed AD&d that wasn't converted over I got a little creative.
Aura of Blood Lightning
An improved version of the 4th level spell Blood Lightning. The recipient of this spell has runic symbols drawn on their skin. Special oils mixed with powered amber are used to make these runes. These symbols after the casting of the spell fade and are difficult to detect. A remove curse spell is the only means to remove the spell from a recipient. It is triggered when the recipient takes damage from a slashing or piercing weapon.
The recipient is encased in an aura of blood red lightning that arcs out from any wound they have across their body.
to AC for the duration.
. Over the 5 minute duration the recipient may use Any number of D6 as damage die for bolts of blood red lightning released from the aura as a bonus action, range of 30 feet Using casters spell attack. This pool regenerates 1d6
per every other round for the duration. If the recipient depletes the dice pool the spell ends.
from the pool and the attacker takes damage equal to the amount of die in the damage pool. Success results in no damage.
-This aura grants them +2
-Recipient has a pool of 12d6
-Melee attacks against the recipient require a dex save Vs. the casters DC failure expends 1d6
-The Recipient heals damage dealt through the lightning.
This spell has a unique duration as once triggered it lasts 5 minutes. Once the spell is cast the Aura remains in waiting for 1 day+1 day per the casters spell attack modifier or until triggered
Material cost is a mixture of 250gp worth of powered amber and oils painted into runes on the body at the end of the casting the drawn runes vanish from sight. Reapplying the oil to the rune before the spells duration will reset the spell and only costs 100 GP worth of the Powered Amber and Oil mixture.
* - (250 GP worth of a mixture of Powered amber and specialized oils.)