(Activate Hemocraft must be active):
Expend 2 hit-dice or take 2d10 damage to activate this spell. When cast, a semi-conscious rope of sinewy crimson cord stretches over a 20-foot cube or a line of up to twelve 5-foot squares of the caster's choice. The caster can choose targets that can see through the spell, but otherwise all other targets are unaware unless they make an Intelligence (Investigation) check that is higher that the caster's spell save DC. Until the spell ends, the spell will alert the caster when a creature of Tiny size or larger crosses into the warded area of the spell. A mental alarm will alert you with a ping in your mind if you are within 1 mile of the warded area. This ping will also awaken you if you are sleeping.
Additionally, when a Huge or smaller creature crosses into the warded area, they must succeed a Dexterity saving throw or take 1d10 necrotic damage per round and become restrained as the cord burrows small tendrils into the victim's body and imbibes their lifeforce. The target may attempt to break free with an action after each round by making a Strength (Athletics) check against your spell save DC. Alternatively, another creature can make an Intelligence (Arcana) check against your spell save DC to end the effect on the target.
You may create up to three of these traps within an area of 1 mile from one another. If you cast the spell again with three iterations of this spell already being active, the oldest casting of this spell will end.
When cast as a Ritual spell, the amount of expended hit-dice or rolled damage dice is reduced by half (rounded up).
* - (A vial of blood)
Comments