The spellcaster takes a deep breath and calls out the name of the spell, pushing their body to its limit. A glowing red mist surrounds their body, not magic, but their very blood vaporizing out of them due to the strain. For one minute, as long as the user maintains concentration, their STR and DEX scores are doubled along with their movement speed. The user has advantage on STR and DEX checks and saving throws. However, the user also has disadvantage on CON checks and saving throws and they cannot be healed while the spell continues. In addition to concentration, the user must sacrifice 2hp per round in order to fuel the spell, this loss of HP does not affect concentration. Should the spell end via broken concentration, the user is stunned for one round afterwards (they can choose to end the spell early without being stunned by not sacrificing the 2 points of HP). Each use of the spell results in one level of exhaustion afterwards, no matter how long it was used.
Level
2nd
Casting Time
1 Action
Range/Area
Self
Components
V
Duration
Concentration
1 Minute
School
Abjuration
Attack/Save
None
Damage/Effect
Exhaustion (...)
Comments