You draw spilled blood from your surroundings and pull it into the sky, conjuring a massive crimson sigil above the space you occupy. The sigil remains fixed in place for the duration and sheds dim crimson light in a 30-foot radius. The spell’s area is a 30-foot-radius sphere centered on the space directly beneath the sigil.
The Omen’s Dread. When you cast this spell, each hostile creature in the spell’s area must make a Wisdom saving throw. A hostile creature that isn’t already affected by this spell must also make the saving throw when it enters the area for the first time on a turn or starts its turn there.
On a failed save, spectral chains of crimson blood coil around the creature’s ankles and bind it to the ground. While the creature remains within the spell’s area, its speed is 0.
On a successful save, a creature is immune to The Omen’s Dread until the start of your next turn.
An affected creature can repeat the saving throw at the end of each of its turns, breaking the spectral chains and ending the effect on itself on a success. The effect also ends if the creature leaves the spell’s area.
The Omen’s Boon. At the start of each of its turns, each creature friendly to you within the spell’s area gains temporary hit points equal to your spellcasting ability modifier.
(When you reach 11th level, the radius of the spell’s area and the radius of the dim light shed by the sigil increase to 40 feet. When you reach 17th level, both radii increase to 50 feet.)
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