Level
3rd
Casting Time
1 Minute
Range/Area
Touch
Components
V, S, M *
Duration
4 Hours
School
Necromancy
Attack/Save
None
Damage/Effect

By spilling your own blood into the prepared chalice and taking time to invoke the spell within the runes therein for a minute, you transmute your blood into an unholy concoction that improves the vigor of imbibers. In creating this liquid, you take 3d6 necrotic damage which cannot be reduced or negated in any way. For the next 10 minutes, up to 6 creatures can drink from the chalice gaining a number of benefits for 4 hours. An imbiber gains 5 temporary hit points, and while they have these temporary hit points their movement speed increases by 5 feet, and deal an additional 1 point of necrotic damage when they hit with an attack. When a creature loses these temporary hit points their mind is filled with a violent rage, for the next minute they have disadvantage on wisdom checks but advantage on strength checks, and when dealing damage to a creature with a melee attack your increased strength allows you to push it 10 feet directly away from you, knock the creature prone, or deal an additional 3 points of bludgeoning damage; a creature can resist these effects by rolling a strength save against the casters spell save DC, after the minute passes the spell ends on the creature.

 

 

 

This spell does not have additional benefits for casting it at higher levels, instead the caster can choose to roll additional damage dice when casting the spell. For each additional dice of damage the caster takes, the damage dealt by attacks is increased by 1 (to a max of 4) and imbibers gain an additional 3 points of temporary HP. When rolling 3 additional damage dice or more the bonus damage on successful attacks lasts for the minute after temporary health is used up, and when using 4 additional damage dice or more you roll 1d8 and increase the maximum and current health of imbibers by the result of the roll plus amount of additional damage dice rolled for the duration of the spell, the caster of this spell does not benefit from the increase in max health from 4 additional dice or beyond.

* - (Your own Blood, and a chalice covered in Abyssal or Infernal Runes worth at least 50gp)

Available For: Warlock (Legacy) Wizard (Legacy)

Auntiebels

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