The caster touches an injured creature and begins to chant a daunting spell healing the target by 4d10 plus your spell attack modifier by making his flesh to grow and twist in an unnatural pace around injuries.
The target of the spell them must make a Constitution saving throw to prevent his flesh to go wild, on a successful save the injury is perfectly healed not leaving even a scar, on a failed save roll 1d8 in the table below.
- 8 The injury heals but leaves a scar in the form of a spiral that can be easily be identified (rolling an 8 again undoes the scar).
- 7-6 The injury heals in a very painful manner giving you disadvantage in attack rolls and strength checks for one round.
- 5-4 The injury heals but leaves the skin of the target thin and fragile giving him vulnerability to slashing and piercing damage for 1 minute (You can repeat the CON save at the end of your turn to end the effect sooner).
- 3-2 The twisting flesh was not controlled completely making the injury bleed dangerously dealing 5d4 necrotic damage after the healing.
- 1 The flesh goes wild not healing you and dealing 4d4 of necrotic damage and an additional 1d4 at the end of every turn until treated with a medic kit or with a Wisdom (medicine) check against the caster spell save DC.
Casting this spell with a higher spell slot increases the healing by 1d10 for every spell slot level above 3. Additionally, if cast with a level 5 spell slot or higher gives the target advantage in the Constitution saving throw and +1 in the 1d8 used to roll in the table.
Previous Versions
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12/10/2018 10:23:53 AM
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3/8/2019 8:56:59 AM
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174
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3/9/2019 12:36:01 AM
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78
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