Level
4th
Casting Time
1 Action Ritual
Range/Area
60 ft.
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
None
Damage/Effect
Blinded (...)

When extracted and imbued with the magic of this spell, your blood becomes a dark energy with a variety of uses. When you cast this spell, you take 4d4+4 necrotic damage, and your hit point maximum is reduced by the same amount, this necrotic damage cannot be reduced by any means, although the reduction to your hit point maximum is reversed after you complete a long rest. Upon taking damage from this spell, you may choose one of the following abilities to use:

  • Hemokenesis. One creature of your choice within range takes 6d10 necrotic damage, and they can not gain hit points by any means until the end of your next turn. 
  • Resilience. Your base AC becomes 15 + your Dexterity modifier. Additionally, you gain resistance to non-magical bludgeoning, piercing, and slashing damage for 1 hour. 
  • Vigor. One creature of your choice within range gains 25 hit points, and their hit point maximum increases by 25 for 8 hours. 
  • Celerity. One creature of your choice within range immediately takes an action. 
  • Malediction. All creatures within range must make a Constitution saving throw or become blinded, deafened, and frightened of you for 1 minute. 
* - (a silvered ceremonial blade worth at least 100 gp.)

Spell Tags: Healing Damage Buff Debuff Combat Warding

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

blakejohnson217

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