Level
5th
Casting Time
1 Reaction *
Range/Area
Self
Components
M **
Duration
1 Round
School
Abjuration
Attack/Save
None
Damage/Effect
Acid (...)

The spell captures the incoming energy, causing it to have no effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee or ranged attack on your next turn, the target takes an extra 5d6 damage of the triggering type, and the spell ends.

When you use a Blood Magic spell you have to utilize a vial of blood or you cut yourself and draw blood and take 1d8 damage.

You also have the choice to Amplify the spell (Which can be done anytime during the casting or use of the spell when it is your subsequent turn). If you choose to Amplify the spell you draw blood and take 2d8 damage or you use the blood of a creature that has been killed and has blood.

Amplified. When you amplify this spell, the spell lasts for 5 rounds instead of 1 round.

* - To Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, and Thunder ** - (Vial of Blood)

Spell Tags: Damage Warding

Available For: Warlock (Legacy)

Jinx_Powder_15

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