Level
3rd
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Necromancy
Attack/Save
CON Save
Damage/Effect
Damage (...)

You conjure a pulsating orb of red energy floating in the air at a point you can see within range. At the end of your turns until the spell ends, each creature other than you within 20 feet of the orb must make a Constitution saving throw. On a failed save, a creature takes 3d6 necrotic damage or 3d10 necrotic damage if they were below their hit point maximum. On a successful saving throw, a creature takes half as much damage.

If a creature is reduced to 0 hit points by this spell, the orb syphons some of their blood. When the spell ends, you are revitalized by the accumulated blood and instantly regain 1d4 hit points for each creature the orb collected blood from.

* - (a vial of blood mixed from two or more creatures)

Spell Tags: Healing Damage

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

menace27

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