Level
3rd
Casting Time
1 Action Ritual
Range/Area
60 ft. (15 ft. )
Components
V, S, M *
Duration
10 Minutes
School
Conjuration
Attack/Save
CON Save
Damage/Effect

"A helping hand has never been a bad idea."

You hurl a small ball bearing in a location within range, all creatures with blood in a 20ft radius of the bead must make a Constitution saving throw. Creatures who are paralyzed or incapacitated automatically fail this save. On a failed save a creature takes 3d6 necrotic damage as their blood is sucked from their body, centred on the bead, half damage on a successful save.

You may instead choose to cast the spell using your own constitution. When you cast this spell you may spend a number of hit points, with a minimum of 5.

An additional effect happens depending on the amount of damage dealt as a sum of each creature hit, or hit points spent. Each higher effect is in addition to the previous effects.

  • 5: You summon an Imp as your familiar in a location you can see. If you are blinded the Imp is summoned directly next to you, or the nearest available space. While the Imp is within 10 feet of you, you share its resistances. Details of the Imp characteristics are at the end of the spell description.
  • 12: You gain the Imp's Devil's Sight while it is within 30ft of you.
  • 20: You recover half the damage dealt.
  • 28: You gain the Imp's Invisibility trait to cast at will for 30 seconds, or until you cast this spell again.

If the spell's duration has not been reached, or the Imp has not been dispelled from a previous casting when you cast this spell again, you lose all previous effects gained by the spell, except for the recovery of hit points.

The Imp, when summoned, is considered your ally and your familiar but may still act of it's own free will unless ordered to do otherwise. As part of a blood binding, the Imp cannot encourage a trade with you unless you ask to make a deal with it, however your companions are free game to the Imp. Generally speaking, Imps are timid but curious creatures and may cause mischief if left unattended.

 

This spell deals more damage when cast at higher levels. 4d6 at 4th, 5d6 at 5th, 6d6 at 6th, 7d6 at 7th, 8d6 at 8th, and 9d6 at 9th.

* - (A small vial of blood)

Available For: Sorcerer (Legacy) - Wild Magic (Legacy)

Lunar_Blacksmith

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