You create an impaling lance of solidified blood that erupts from beneath a creature of your choice within range. The target must make a Dexterity saving throw. On a failed save, the target takes 5d10 piercing damage. If it’s Large or smaller, the target is also lifted 5 feet in the air on a failed save and is restrained. While restrained in this way, the target takes 4d10 necrotic damage at the end of each of its turns.
The lance can be attacked with an AC equal to your spell save DC and a number of hit points equal to 5 times your spellcasting ability modifier, with immunity to psychic and poison damage. If the lance is destroyed or the target is otherwise freed from the lance, the spell ends. If the spell lasts for its full duration, however, while the spell ends, the lance does not disappear, leaving the target still lifted and restrained, but it will not take damage from the spell.
Blood Magic. This spell can be cast without its material component. However, doing so causes its caster to take damage equal to 2d4 plus twice the level of the spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d10 for each spell slot above 3rd. Additionally, when you cast this spell using a spell slot of 6th level, the target can be lifted and restrained if it’s Huge or smaller.
* - (A cinnabar stone worth 30 gp, which is consumed by the spell)Previous Versions
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