You create a 30-foot-radius sphere of necrotic energy centered on a point you choose within range. The sphere drains the vitality from creatures within it, pulling their blood and life force toward the center.
Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 12d6 necrotic damage and is pulled 10 feet toward the center of the sphere. On a successful save, a creature takes half as much damage and isn’t pulled.
For each creature that fails its saving throw, you gain 5 temporary hit points, up to a maximum of 50 temporary hit points. These temporary hit points last for 1 hour.
Constructs and undead are immune to the damage from this spell.
Blood Sacrifice. When casting this spell, you take 6d4 damage as your blood resonates with the consumption effect.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
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