Level
7th
Casting Time
1 Action
Range/Area
Sight
Components
V, S, M *
Duration
Until Dispelled or Triggered
School
Conjuration
Attack/Save
None
Damage/Effect

Calling upon the Silk Weaver himself, you sacrifice some of yourself to invoke the Archmagic of Mistus.
Depending on how many of your Total Hit Points you sacrifice, you can use the Archmagic to cause a number of effects to occur.

10% - you or up to one(1) ally gains 1d6 + Your Prof. Hit Points
15% - you or up to one(1) ally gains another Weapon, Unarmed, or Spell Attack on their next turn.
20% - you pick up to two(2) hostile living creatures who make a Constitution (10 + Prof. + CHR/INT) Saving Throw. On a fail, the targets take 2d8 + Prof. + CHR/INT Radiant Damage and are Slowed until the end of their next turn. On a success, the targets take Half Damage and are not Slowed.
30% - you pick one(1) hostile living creature. In front of the target's heart appears a Sigil of Mistus which will cause a Bleeding effect of sorts. The Bleeding means that at the start of every turn while in combat (or every 30 minutes) out of combat, the target will suffer 1d4+4 Radiant Damage. This effect is cleared on a Long Rest, but the scar remains.
50% - you pick one(1) living humanoid. In front of the target's eye(s) appears a Sigil of Mistus. The sigil will remain dormant until it is activated. When activated, the sigil burns itself into the target's eyes, ignoring any Resistance or Immunity not bestowed upon the target directly by a god. The target goes blind for 25 years or until they die, whichever comes first. The target's eyes will look normal in every way but one. The sigil is forever burned in and gives off a faint white glow.
70% - you pick one(1) living creature. At the place of your choosing, but limited to the limbs of the target, appears a Sigil of Mistus. The sigil surrounds the limb and starts pulsing.
At the start of their next move, their Speed drops to 0, and at the end of that same move, the sigil triggers, severing the limb.

The blood price paid while using this spell can bring the user down to 1 Hit Point, but can never reduce them to 0.

* - (A flask of the blood of a Mage.)

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

dujeec

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