Level
6th
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
Concentration 2 Minutes
School
Transmutation
Attack/Save
None
Damage/Effect

“Your body gets hotter when it moves fast or works hard, right? If I’m right, the reverse should also be true!” 

 - Ava Allblood

 

Using hemokinetic magic, you set your blood boiling- effectively overclocking your body. For the duration of the spell, your skin turns the shade of heated metal, and you shed dim light in a 30-foot radius. Until the spell ends, you gain the following benefits and penalties: 

  • The extreme heat your body emits distorts the air around you, lightly obscuring you and causing all creatures within a 10-foot radius to take 5 Fire damage whenever they end their turn within the radius. Creatures must make a Constitution saving throw upon attempting to grapple you, or the attempt fails.
  • Your speed increases to 80 feet, and you gain a climbing and swimming speed of 80 feet. You also ignore difficult terrain, and can make a leap of up to 80 feet without a running start. If you can cross a body of water in one round, you never sink below the surface.
  • You gain two extra melee attacks, as if from the Extra Attack feature. You also gain a +10 bonus to all melee attacks of the attack’s damage type. Every melee attack made on your turn does 1d12 damage, regardless of the original weapon’s damage die. Additionally, you gain a second Bonus Action.
  • You gain resistance to nonmagical Bludgeoning, Piercing, and Slashing damage, as well as Fire damage. However, you also gain resistance to healing effects from spells under 3rd level, as your body is actively damaging itself.
  • While concentrating on this spell, the pain that it causes prevents you from casting any other spells, whether they require concentration or not.
  • Due to your body being unable to handle such heat being internalized, this spell damages you for as long as it is maintained: At the end of each of your turns while you are maintaining concentration, you take 1/10 of your maximum HP in Necrotic damage, which cannot be reduced or avoided by any means. This damage does not cause you to make a concentration check.
  • As an action on your turn, you can take an extra 1/10 of your maximum HP to attempt to set another target’s blood boiling. Choose one target within 100 feet. The target must make a Constitution saving throw or take 1d6 Necrotic damage and 5d6 Fire damage, or half as much on a successful save.
  • Nonmagical flammable objects that you pick up are ignited.

 

You can dismiss this spell as a free action on your turn. Your concentration on this spell ends if you are reduced to 0 hp, and you will also automatically fail 1 death saving throw upon the spell ending in this way.

 

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the bonus to your damage rolls increases by 5 for each slot level above 6th. Additionally, the new speed increases by 10 feet for each slot level above 6th.

Available For: Sorcerer (Legacy) Cleric (Legacy) - Blood Domain Wizard (Legacy) - Blood Magic

BookwyrmXIV

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