Creating this blood etch is a risky but rewarding move. Upon creating the blood etch you gain a 1d8 die to use on your next damage roll, +4 for your attack roll, and you also suffer from 10 different effects but mostly bad. In order to use the cantrip again you have to take a long rest.
If you are knocked unconscious by casting it you must make a Intelligence Disadvantage Roll during combat.
Roll a 1d10 during casting it then apply one of the following 10 effects.
> Blindness for the duration of combat or up-to 5 hours
> 50% of total hp taken away
> 25% more damage taken for 15 hours
> Knock you unconscious
> Apply 2 hits of the stamina thing
> Disable your magic for the duration of combat or until a short rest
> Decreases your walking speed by 15
> Nothing
> It Backfires
> A Random Spell is cast
Previous Versions
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9/15/2019 12:12:06 AM
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20
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1
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Coming Soon
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