You raise your hands to the sky as the clouds darken and sputter a torrential downpour of blood.
Every hostile creature within a 60-foot high, 15-foot wide cylinder of you must make a Wisdom Saving Throw.
On a fail, the creatures that start their turn in the radius, or enter the radius for the first time on each of their turns, take 3d10 psychic damage, are frightened and treat the 15-foot area around you as difficult terrain.
On a success, the creature takes half damage and is not frightened.
While this spell is active, you regain 2d4 Hit Points per creature that is still in your radius at the end of each of your turns.
When the spell ends, the blood vanishes from the ground.
At Higher Levels: When cast at a level of 6th or higher, the regenerative dice gives you an additional 1d4 for every two spell levels.
* - (A vial made from a hollowed-out vampire's tooth and 50 gold's worth of ruby dust)Previous Versions
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