Level
4th
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Necromancy
Attack/Save
None
Damage/Effect

You tap into the dark arts of blood manipulation, channeling the power of the macabre. An eerie aura emanates from you, extending in a 30-foot radius. This aura remains for the duration of the spell, providing benefits to your allies within its range.

While within the aura, friendly creatures gain the following benefits:

  1. Vital Essence: Whenever a friendly creature starts its turn within the aura, it regains hit points equal to your spellcasting ability modifier.

  2. Sanguine Empowerment: Friendly creatures' melee weapon attacks deal an additional 1d6 necrotic damage.

Additionally, while concentrating on the spell, you gain the ability to manipulate blood within the aura. As a bonus action on your turn, you can choose a willing creature within the aura and expend a hit die. The target creature regains hit points equal to the result rolled on the expended hit die. Once you use this feature, you cannot use it again until you finish a short or long rest.

As an action, you can also spend hit points equal to your spellcasting ability modifier to strengthen the aura's effect for a single round. While empowered, the healing from Vital Essence doubles, and the necrotic damage bonus from Sanguine Empowerment increases to 2d6. The enhanced effect lasts until the start of your next turn.

Once the duration ends or if you lose concentration, the aura dissipates, and the spell concludes.

* - (a vial of blood taken from a sangromancer)

Available For: Wizard (Legacy) Sorcerer (Legacy) - Shadow Magic

Nero_Aquavel

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