You create a field of crimson energy that darkens the sky as if a blood-red moon were eclipsing the sun. The effect spreads from you in a 120-foot radius and moves with you, filling the area with dim red light.
Within the eclipse:
All healing spells and effects restore only half the normal amount of hit points
Creatures that start their turn in the eclipse must make a Constitution saving throw or take 4d6 necrotic damage
Undead in the eclipse have advantage on attack rolls and saving throws
Blood magic spells cast by any caster within the eclipse deal an additional 2d6 necrotic damage or restore an additional 2d6 hit points
As a bonus action on your turn, you can designate one creature in the eclipse to be afflicted with the Curse of Vitality Leech until the end of your next turn
The first time a creature other than you casts a blood magic spell within the eclipse, you can use your reaction to gain temporary hit points equal to the spell’s level × 5.
Blood Sacrifice. When casting this spell, you take 6d4 damage as your blood feeds the eclipse.
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