Level
5th
Casting Time
1 Special
Range/Area
Self
Components
V, S, M *
Duration
Special 1 Hour
School
Evocation
Attack/Save
None
Damage/Effect
Buff (...)

Upon drawing blood from an open wound inflicted on ones self, You take 1d8 + Proficiency bonus in damage, and an equal amount to your maximum hit points. This reduction lasts for the duration of the spell. Upon taking this damage, the iron shards coalesce into a floating orb of blood and metal that hovers about 5 ft above the caster. The orb is tiny in size, and floats by the caster until directed otherwise via the blow abilities. While the orb is active, the caster can as a bonus action do one of the following effects.

Dread Heart. As a bonus action, caster can move the blood orb up to 30ft. Any creature that shares a space that the orb enters must make a constitution saving throw, on a failure they take 4d4 slashing and 4d6 psychic damage, or half as much on a successful save. When a creature fails the save, the orb gains the blood drawn from the attack, increasing in size. If the orb has successfully fully damaged 3 creatures, it increases in size from tiny to small, And can increase to a maximum of large size. for each size above tiny, the orb increases all psychic damage the target creatures take by 2d6 and the orb loses 5ft of movement for each size it increases,. Increases the effect of Crimson fortitude by temporary hit points by 2d6. Grants Dread mirror more charges before it dissipates and increases the length of the wall by an additional 5ft. Increases damage dealt by Exsanguination by 1d10 slashing and 1d8 psychic damage for each size increased.

Dread Mirror. The caster commands the blood and metal to array into a screen of nearly transparent blood. This shield is translucent, allowing one to see through it as if they were seeing in dim light. In addition, it grants the caster 3/4 cover for its duration in the direction it is facing, and in addition, as a reaction, the caster can use the shield to grant advantage on a Dexterity saving throw. On success if the damage was to be halved, it instead is 0 damage, and half on a failure. The caster can permit projectiles to come through the side they are on. The caster can on each of their turns during the duration mentally control the shield to move into another 5 ft square withing 5 ft of the caster. Once the shield has deflected equal to your casting modifier number in effects, The shield dissipates and the spell ends.

Exsanguination. As an action, the caster commands the orb to coalesce and project out into a surge of magical blood and blades of metal. Each creature in a 150ft line makes a dexterity saving throw. On a failure they take 4d10 piercing damage and 2d8 psychic damage, or half as much on a successful save. For each creature that fails the save, shards begin to encircle the space the creature was standing. the area under this effect is considered difficult terrain and creatures entering it or ending their turn in it take 2d4 slashing damage. This after effect lasts for up to the caster's casting modifier in turns before returning to the parent orb.

Crimson Fortitude. This effect can only be activated after a successful exsanguination. Upon successfully returning the residual effect into the orb, the caster can as an action, consume the orb, bolstering the caster and up to 5 other creatures vitality. Each creature gains 5d10 + spell casting modifier + number of creatures hit by the exsanguination in temporary hit points and granting them resistance to bludgeoning and slashing damage while the temporary hit points remain.

* - (Iron shards, Blood from the caster, Blood from a recently slain (within 24 hours) humanoid.)

Spell Tags: Damage Buff Warding

Available For: Wizard (Legacy) Cleric (Legacy) - Death Domain Warlock (Legacy) - The Fiend (Legacy)

Cuelix

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