You summon an amalgamation of all of the people you have killed, taking the form of a fleshy spiral. This amalgamation follows you around and will make quiet, but desperate cries for help. When active, you gain the abilities of the victims you killed, the abilities that you can use are anything that the victim had, (including spells, spell books, race feature, class feature, unique action), but you can only have 1 ability per victim. You can launch the amalgamation, making an enemy do a constitution saving throw of 19 or higher, dealing 1d12+10 all damage, but when you launch it, you lose your victim’s abilities. For every round that you have Uzumaki active without launching it, you add 1 die to the damage roll. Uzumaku can be kept active for as long as you want, and the rounds you accumulate will transfer to the next encounter. There is no limit to the amount of rounds you can keep Uzumaki.
Level
9th
Casting Time
1 Action
Range/Area
150 ft.
(20 ft. )
Components
None
Duration
Until Dispelled
School
Evocation
Attack/Save
CON Save
Damage/Effect
All
Comments