The caster conjures a sphere cage of blood that is 5 feet in radius around a creature within range. Upon being captured by the prison the creature takes 3d8 necrotic damage as bloody necrotic spikes pierce into their body. The creature must succeed on a Strength saving throw at the beginning of its next turn or remained trapped within the prison. At the end of the creature's turn it takes 1d8 more necrotic damage if it fails its save. The creature continues to make the save until it breaks free or is dead.
The creature is considered grappled and cannot move. The creature must use its action to attempt to make the save. The sphere cannot be damaged and the creature cannot take damage from any outside force.
At Higher Levels. The caster creates 1 more cage that they can aim at any creature within range when the spell is casted at 3rd level or higher.
* - (a drop of the caster's blood)Previous Versions
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3/22/2023 4:47:18 AM
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3/28/2023 4:25:40 PM
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4/12/2023 12:43:23 AM
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