You create a pulsing orb of red energy that floats at a point you can see within range. It lasts for the duration and gives off dim light in a 20-foot radius. At the end of each of your turns, each creature other than you within 20 feet of the orb must make a Constitution saving throw. On a failed save, a creature takes 3d6 necrotic damage, or 3d12 necrotic damage if it has no more than half of its hit points remaining. On a successful save, a creature takes half as much damage.
If a creature is reduced to 0 hit points by this spell, the orb collects some of its blood. It cannot collect blood from the same creature twice. When the spell ends, the blood strengthens you, granting you 1d6 temporary hit points for each creature the orb collected blood from.
This spell has no effect on creatures with no blood. This spell is a Blood spell in addition to its other school.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and 1d12 respectively for each slot level above 3rd.
* - (a mixture of ten people's blood)Previous Versions
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12/8/2019 11:36:46 PM
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