You seize control of a creature's body by manipulating its blood like a puppet on strings. Choose one creature within range that has blood. The target must succeed on a Constitution saving throw or become paralyzed for the duration. While paralyzed this way, you can manipulate their body through blood magic.
The creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.
While a creature is affected by this spell:
-
Blood Control: On your turn, you can use your action to do one of the following:
-
Move the creature up to 10 feet in any direction. This movement does not provoke opportunity attacks.
-
Freeze a Limb: Choose one of the creature’s limbs (arm or leg); it cannot use that limb until the start of your next turn (e.g., can’t wield a weapon, move at full speed, or cast somatic spells).
-
-
Necrotic Bleeding: As an action, you can cause the creature to bleed violently, dealing 2d10 necrotic damage. This damage increases by 1d10 for each level above 5th.
-
Reaction - Blood Disruption: When the target makes an attack, you can use your reaction to interrupt its motion. The attack automatically misses and deals no damage.
-
Blood Weakness: While under this spell’s effects, the creature has disadvantage on Strength and Dexterity saving throws.
-
Crimson Collapse: If the creature is reduced to 0 hit points while under this spell, it becomes unconscious and automatically fails death saving throws, as its body collapses from internal blood loss. It remains in this state until it is stabilized or receives healing.
At Higher Levels:
- When you cast this spell using a spell slot of 6th level or higher, the necrotic damage from Necrotic Bleeding increases by 1d10 for each slot level above 5th.
Comments