A wisp of energy floats from your fingertips that is both invigorating and corruptive.
This spell can be repeatedly cast on the same target.
The target's temporary hit points increase by 2d6.
An unwilling target can attempt to resist the effect with a Charisma saving throw against the user's spell save DC.
If the target's temporary hit points would be increased to 21 or higher by this spell, they are considered Corrupted.
A Corrupted target rolls all Charisma, Intelligence and Wisdom saving throws with disadvantage.
Any Enchantment spells you cast on targets you have Corrupted can be cast with any spell slot, regardless of the spell's level.
Corrupted targets must lose ALL their temporary hit points to stop being corrupted, Corrupted targets' temporary hit points are no longer reset by a long rest.
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Posted Mar 6, 2023This is a pretty OP cantrip I made for a powerful, evil character that has lots of corrupted minions at their disposal :)