You attempt to control the blood of a humanoid or beast of medium size or smaller that you can see within range. It must succeed on a Constitution saving throw or be paralyzed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
Crush. While the target is under your control, you can use your action to cause your target's body to contract and fall prone, dealing 2d6 bludgeoning damage.
Control. While the target is paralyzed, you have complete and total control of it's blood and in turn body. Until the end of your turn, you can use your action to force the target to move up to it's entire movement speed, or attack a creature within range. You can also force the target to use it's reaction, at the cost of your own.
Each time the target takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes, the damage of Crush increases to 3d6. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour, the damage of Crush increases to to 4d6. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours, the damage of Crush increases to 5d6. When you use a spell slot of 9th level, the duration is concentration, up to 1 day, the damage of Crush increases to 6d6, the size restriction extends to large, and the Humanoid/Beast limitation is no longer restricted.
* - (A coin worth of Copper Dust)Previous Versions
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12/7/2020 3:49:21 AM
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