Level
2nd
Casting Time
1 Action
Range/Area
90 ft.
Components
S, M *
Duration
Concentration 1 Round
School
Necromancy
Attack/Save
CON Save
Damage/Effect

You sap the blood from a willing injured body (no save), a freshly killed body (no save) or an injured unwilling body (Constitution Saving throw vs Wizard Save DC to negate the spell). If the living blood donor fails or negates a saving throw, the bleeding body takes 1d4 for a small creature, 2d4 for a medium creature, 4d4 for a large (or larger) creature.

In the palm of your hand, the blood removed from the blood donor congeals into small hard red arrow-tip rocks in your palm, and you can magically propel them forward into one, or other foes. From a small donor, you receive 2 such rocks, a medium creature 4 such rocks, a large creature gives you 8 rocks.

You cast these rocks forward with a ranged spell attack (separately for each rock). You may choose to hurl them in more than one direction at the commencement of the attack. On a successful hit, each rock does 1d6+Spell Modifier piercing damage.

If cast at higher levels, you gain one extra stone for each level (scaling with the size of the creature)

* - (An injured or freshly dead body containing blood)

Available For: Wizard (Legacy) Warlock (Legacy) - The Fiend (Legacy) Cleric (Legacy) - Death Domain Cleric (Legacy) - Grave Domain (Legacy)

AceTheNecromancer

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