Level
3rd
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Necromancy
Attack/Save
None
Damage/Effect

You grasp at the lifeblood of a creature within range. This creature must be a humanoid or nonmagical beast. The creature must make a constitution saving throw equal to your spell DC, the creature receives disadvantage if it is already bleeding. On a pass, the spell has no effect. 

On a fail, the target becomes paralyzed for up to one minute. At the start of the creature's turn, it may attempt the saving throw again. 

On subsequent turns, you may spend your movement to move the creature up to half its speed and your action to take any physical action you know the creature may perform. This removes the paralyzed status. If it is an attack to skill check, it may only attack once and both are at disadvantage. If this action or movement is dangerous to the creature's health it may attempt the save again as a reaction. If it is an action abhorrent to the creature (like a paladin attacking a child) this save is made with advantage. A spell slot of 5th or higher is required to affect a creature that is not humanoid or a non magical beast.

* - (Fresh blood, a creature with blood or suitable life bearing liquid)

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Blood Hunter - Order of the Profane Soul

Dark0592

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