You create 2 small red glowing orbs within range. The orbs shed dim light within a 10 ft. radius. When you cast this spell, and as a bonus action on subsequent turns for the duration of the spell, you can assign any number of orbs to oversee to a creature you can see within range. You may not assign more than one orb to the same creature. The color and effect of an orb is based on the alignment of the creature it is watching.
Lawful Good (Gold). Whenever this creature deals damage to an evil creature, it takes 1d6 necrotic damage.
Neutral Good (White). The creature loses 1d6 hit points at the start of each of its turns.
Chaotic Good (Green). The creature has disadvantage on all Wisdom and Charisma saving throws.
Lawful Neutral (Silver). The creature disadvantage on saving throws against the banishment spell and similar magic.
Neutral (Grey). The creature has disadvantage on saving throws against the bestow curse spell and similar magic.
Chaotic Neutral (Copper). The creature has advantage on attack rolls against good creatures.
Lawful Evil (Red). Whenever the creature would deal damage to a good creature, they deal an additional 1d6 necrotic damage.
Neutral Evil (Black). Whenever the creature would regain hit points, increase the amount of hit points gained by 1d6.
Chaotic Evil (Orange). The creature has advantage on all Wisdom and Charisma saving throws.
If a creature leaves the range of the spell, the orb immediately stops watching it, but follows as closely as possible within the range of the spell. If a creature re-enters the range of this spell before you change the orb's target, the orbs effects continue.
At Higher Levels. When casting this spell using a spell slot of 3rd-level or higher, you create an additional overseer for each slot level above 2nd.
* - (a vial of blood from a creature slain within the past 24 hours, which the spell consumes.)
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