Casting this spell deals 1d4 damage multiplied by your constitution bonus. Grasping tendrils of blood sprout from your body. Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping tendrils and is no longer Restrained by them. On a failure the tendrils tighten their grip dealing 1d4 bludgoning damage multiplied by their strength bonus, all damage taken this way is converted into hit points which you gain, if you reach full health they become temporary hit points instead.
Level
1st
Casting Time
1 Action
Ritual
Range/Area
30 ft.
(20 ft. )
Components
V, S
Duration
Concentration
1 Minute
School
Conjuration
Attack/Save
STR Save
Damage/Effect
Restrained
Comments