You create a devastating hemomantic cataclysm within a 500-foot-radius sphere centered on a point you choose within range. The sky above the area turns blood-red, and rain of the same color falls heavily throughout the area.
Every living creature in the area when you cast the spell, and every creature that enters the area for the first time on a turn or starts its turn there, must make a Constitution saving throw. On a failed save, a creature takes 10d10 necrotic damage and is afflicted with all Blood Curses (Exsanguination, Bloodless, and Crimson Agony) until the spell ends or they leave the area. On a successful save, a creature takes half damage and isn’t cursed.
The ground in the area becomes saturated with blood, turning into difficult terrain. Structures and plant life wither and decay rapidly, taking 10d10 force damage at the end of each of your turns. This damage ignores damage thresholds and immunities.
At the start of each of your turns while the spell is active, you can use a bonus action to create one of the following effects within the area:
Blood Surge: A 20-foot-radius, 40-foot-high cylinder of blood erupts from the ground at a point you can see. Each creature in the area must make a Strength saving throw or be pushed 50 feet away from the center and take 10d6 bludgeoning damage. On a successful save, a creature takes half damage and isn’t pushed.
Crimson Vortex: A swirling tornado of blood forms at a point you can see. The vortex is 20 feet wide at its base, 50 feet wide at its top, and 80 feet tall. Each creature within 50 feet of the vortex must make a Strength saving throw or be pulled into it and restrained. While restrained, a creature takes 6d6 necrotic damage at the start of each of your turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Hemomantic Explosion: You cause blood to explode at a point you can see. Each creature within a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 10d6 force damage and is knocked prone. On a successful save, a creature takes half damage and isn’t knocked prone.
Blood Sacrifice. When casting this spell, you take 7d4 damage as your blood initiates the apocalyptic event.
* - (a vial of blood from a creature killed within the last 24 hours)
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