This spell takes 2 turns to cast. Once cast the spell targets/effects one flesh and blood entity creating a sigil in a random place on the entity. If the sigil is removed via removal of the flesh chunk which it is upon the spell is broken. Sigil size is a static 5in length, 3in width, and 4in depth on creature.
this spell works by healing a entity over its normal health total at a rate of 1/6 its natural health total multiplied by the # of turns since the spell was finished casting. this spell also applies hexes on its target based off a benchmark set by the entities normal health total at 1/4 over the normal total health the entity recieves a attk roll subtraction where small creatures get a 1d8 minus, medium creatures recieve a 1d10 minus, and large creature recieve a 1d12 minus also the entity becomes sluggish which gives the spell caster and party advantage on evasion and attack rolls. The next hex benchmark is at 1/3 over its normal total health where the entity is forced to roll a constitution saving roll every other turn and in the case of a roll failure the entity is considered exhausted and cannot move or attk until it makes a con. saving throw. The final hex occurs at 1/2 over the normal health total where once this state is achieved the entity dies via spontanious growths apperaing all over its body.
SPECIAL CIRCUMSTANCES:
this spell cannot effect entities that are not considered flesh and blood, ie. spectral entities, undead, elemental
in cases where a entity is already missing a portion of hp the spell must first heal the entity back up to the health total before enflicting overhealth
in cases where the spell is cast at a level above a 4th lvl spell slot the fraction of health a entity recieves is increased (ex. 1/5th, 1/4,1/3,1/2) also the attk roll hex gets increased as well to where small creatures will recieve a (1d10,1d12,1d20), medium creature will recieve a (1d12,1d20,3d10), finally large creature will recieve a (1d20,3d10,2d20).
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