Level
2nd
Casting Time
1 Action
Range/Area
Touch
Components
V, S
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect

Make a melee spell attack against a creature that has a
number of Hit Dice no greater than your level and has
at least 1 hit point. On a hit, you conjure pulsating waves
of chaotic energy within the creature and yourself. After
a brief moment that seems to last forever, your hit point
total changes, as does the creature’s. Roll a d100 and
increase or decrease the number rolled by any number up
to your spellcasting level, then find the result on the Hit
Point Flux table. Apply that result both to yourself and the
target creature. Any hit points gained beyond a creature’s
normal maximum are temporary hit points that last for 1
round per caster level.
For example, a 3rd-level spellcaster who currently has
17 of her maximum 30 hit points casts chaotic vitality on a
creature with 54 hit points and rolls a 75 on the Hit Point
Flux table. The two creatures have a combined total of 71
hit points. A result of 75 indicates that both creatures get
50 percent of the total, so the spellcaster and the target
end up with 35 hit points each. In the spellcaster’s case, 5 of
those hit points are temporary and will last for 3 rounds.

At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the maximum Hit Dice of the
affected creature increases by 2 for each slot level above
2nd.

 

Hit Poin Flux

size                   HP

01-09                 0

10-39                 1

40-69                 25% of total

70-84                 50% of total

85-94                 75% of total

95-99                 100% of total

100                     200% of total and both creatures gain the effect of a haste spell that lasts for 1 round per caster level

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

Zesal_Aleanath

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