As part of casting this spell, you stab the dagger into your stomach and take 3d10 piercing damage. This damage can’t be reduced or prevented in any way.
Choose a point you can see within range. The instant you stab the dagger into yourself, stakes of hardened, crystallized blood erupt from beneath the creatures in a 20-foot-radius, 20-foot-high cylinder centered on that point and impale them.
Each creature of your choice in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 6d8 piercing damage and is restrained by a hardened blood stake for the duration. On a successful save, the creature takes half as much damage and isn’t restrained.
The stakes remain fixed in place for the duration. At the start of each of its turns, a creature restrained by this spell takes 2d8 piercing damage.
A creature restrained by this spell can use its action to make a Strength (Athletics) check against your spell save DC. On a successful check, the creature breaks free and is no longer restrained by the spell. The restrained condition also ends on a creature when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial piercing damage increases by 1d8 for each slot level above 5th.
* - (a dagger, which the spell consumes)Previous Versions
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7/15/2026 5:48:59 PM
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1.0
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Coming Soon
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