Level
4th
Casting Time
1 Action
Range/Area
60 ft. (20 ft. )
Components
V, S, M *
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
CON Save
Damage/Effect
Necrotic

As part of casting this spell, you or a willing creature withing 10ft of you that has blood must take 2d8 necrotic damage. This damage can not be lowered or negated in any way

You conjure a rain of corrupted blood that pours down in a 20-foot-radius sphere centered on a point you choose within range. The ground within the area becomes slick with blood, and the air is thick with a cloying, metallic stench.

When a creature enters the area for the first time on a turn or ends its turn there, it must succeed on a Constitution saving throw or take 4d6 necrotic damage and be blinded for 1 minute. A creature blinded in this way can repeat the saving throw at the end of each of its turns, ending the blindness on a success.

The area is difficult terrain for the duration. Additionally, the blood adheres to surfaces, making the area appear gruesome and unsettling.

Using a Higher-Level spell slot: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th, and the blood cost increases by 1d8 per every level past 5th.

* - (2d8 hit points from a willing creature)

Available For: Cleric (Legacy) Druid (Legacy) Paladin (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy) Blood Hunter - Order of the Profane Soul (INT) Blood Hunter - Order of the Profane Soul (WIS) Blood Hunter - Order of the Profane Soul Cleric Druid Paladin Sorcerer Warlock Wizard Fighter - Eldritch Knight Rogue - Arcane Trickster

EvilFemboy

Comments

Posts Quoted:
Reply
Clear All Quotes