You create a slicing blade of magically-charged blood in the air, which speeds towards a creature you can see within range. The target must make a Dexterity saving throw. On a failed save, it takes 3d6 slashing damage and is lacerated until the start of your next turn. For as long as that creature is lacerated, it takes an additional 1d6 damage the first time each turn that it takes piercing, poison, or slashing damage.
Blood Magic. This spell can be cast without its material component. If you do, you lose hit points equal to 1 plus twice the level of the spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the target is lacerated for an additional turn per level higher than 1st. At the start of each of your turns, it can make a Constitution saving throw to end the effect early.
* - (a heliotrope stone worth at least 10 gp, which the spell consumes)Previous Versions
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4/20/2026 5:09:01 AM
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Coming Soon
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