Level
1st
Casting Time
1 Action
Range/Area
40 ft.
Components
None
Duration
Concentration 4 Rounds
School
Necromancy
Attack/Save
None
Damage/Effect
Piercing

You stretch your hand toward the target creature. Red tendrils extend from you fingertips to the creature. You must roll 1d6 and take that must damage to cast or use a spell slot and only roll 1d4. The target must succeed on a Constitution saving throw. On a failed save, the creature takes 2d6 piercing damage as bleeding puncture wounds cover its body.

At the start of each of your turns while you are concentrating on the spell, you can use your bonus action to cause blood to leave its body, dealing 1d6 damage to the target. This spell ends early if the creature’s hit points are reduced to 0 or if you do not use your bonus action to cause this damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial piercing damage increases by 1d6 for each slot level above 1st.

* - (A bloody needle)

Available For:

Mocktar

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