You create an impaling lance of solidified blood that erupts from beneath a creature of your choice within range. The target must make a Dexterity saving throw. On a failed save, the target takes 5d10 piercing damage. If it’s Large or smaller, the target is also lifted 5 feet in the air on a failed save and is restrained. While restrained in this way, the target makes a Strength saving throw at the end of each of its turns, freeing itself from the lance and ending the spell on a successful save, and taking 3d10 necrotic damage on a failed save. A creature that can reach the target can also use its action to make a Strength check against your spell save DC, freeing the target from the lance and ending the spell on a success.
As long as the lance remains, it occupies its space. If the spell lasts for its full duration, though the spell ends, the lance does not disappear, leaving the target still lifted and restrained, but it will not continue to make saves against or take damage from the spell.
Blood Magic. This spell can be cast without its material component. If you do, you lose hit points equal to 2d4 plus twice the level of the spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d10 for each spell slot above 3rd. Additionally, when you cast this spell using a spell slot of 6th level, the target can be lifted and restrained if it’s Huge or smaller.
* - (A cinnabar stone worth 30 gp, which is consumed by the spell)Previous Versions
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7/23/2024 4:22:10 PM
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4/20/2026 5:00:23 AM
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Coming Soon
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