This spell is called "Cursed Healing" for a few reasons.
First, the healing aspect.
- The target of choice must be willing to be healed by this spell
- If willing, the target will regain 4d8 + Constitution modifier hitpoints for the duration. (+1d8 per level upscaled)
- If all hitpoints are destroyed before the spell ends, the target of the healing takes 2d4 necrotic damage. (+1d4 per level upscaled)
- If hitpoints remain at the end of the duration, those added hitpoints remain.
- If the target of healing is to be knocked unconscious / drops to 0hp, the Caster will go unconscious alongside the target, but no need to roll death saves as the target does. If the target is to completely die (fails 3 death saves), the caster must start making death saving throws.
- When upcast to Level-7 or higher, this spell will grant the target Advantage on Death Saves OR give the user the capability to add their constitution modifier to the death saves. The perk is chosen when the spell is cast.
- When cast at 6th level or higher, this spell will be able to bring people back from the dead for a different material cost
Now for the Cursed part of this spell.
- The caster & target are bound to each other for the duration. When one falls unconscious, so does the other. But the one who falls unconscious due to the other falling unconscious does NOT have to make Death Saves.
- When one person has completely died within the duration of this spell (failed 3 death saves), the other one is immediately put into Death saving throws at DISADVANTAGE. Death Armor cancels out the disadvantage. Inspirations can not be used if this were to happen.
* - (Animal Bones or Flesh worth 25(+) Gold Pieces with the spell consumes (when healing) | Silver Dust worth 50(+) Gold Pieces (reviving))
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