You touch a willing creature with blood and infuse its blood with magic. The target has advantage on saving throws against nonmagical disease until the spell ends.
The first time the target takes damage that reduces its hit points to less than half of its maximum hit points, light flashes from its veins, ending the spell early. The target gains 3d6 temporary hit points which last for 1 minute, and each creature of the target's choice within 10 feet of the target must succeed on a Constitution saving throw or take 2d6 force damage.
This spell is a Blood spell in addition to its other school.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points and the force damage both increase by 1d6 for each slot level above 2nd.
Previous Versions
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8/31/2023 6:01:59 AM
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2036
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342
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1.0
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Coming Soon
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