Level
2nd
Casting Time
1 Action
Range/Area
Touch
Components
V, S
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect

Make a melee spell attack against a creature with a number of hit dice no greater than your level and at least 1 hp. On a hit, you conjure pulsating waves of chaotic energy within
the creature and yourself. After a brief moment that seems to last forever, you and the creature’s current hit point totals change. Roll d100 and increase or decrease the number rolled by any number up to your spellcasting level, then find the result on the Hit Point Flux table. Apply that result to both yourself and the target creature. Any hit points gained beyond a  creature's normal maximum are temporary hit points that last for 1 round/caster level.

For example, assume a 3rd-level spellcaster who currently has 17 of her maximum 30 hp casts chaotic vitality on a creature with 58 hp and rolls a 75 on the Hit Point Flux table. The two creatures have a combined total of (17 + 54 =) 71 hp. A result of 75 indicates that both creatures get 50% of the total, so the spellcaster and the target end up with 35 hp each. In the spellcaster's case, 5 of those hp are temporary and will last 3 rounds.

HIT POINT FLUX
Size                        HP
01-09                     0
10-39                     1
40-69                     25% of combined total
70-84                     50% of combined total
85-94                     75% of combined total
95-99                     100% of combined total
100                        200% of combined total and both creatures gain the effect of a haste spell lasting 1 round/caster level

Available For: Bard (Legacy)

Thundercleese

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