*Spell can only be cast by a Vampire, Transformation level 1 or above*
You create a healing elixir from your own blood, which fills an intricate vial that appears in your hand. As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + your Charisma modifier in hit points. At higher levels, the amount healed increases by 1d4 for every Spell Slot Level above 1st.
Every 4 hours after the vial has been created, the elixir loses 1d4 of potency until it reaches 0 and disappears from the vial.
Due to the dark warlock magic and nature of the vampire blood that runs through you, if a living (non-undead) creature drinks more than 2 vials in a 24 hour period, the blood begins to have adverse effects on the creature. The creature must roll a d6. On a 4 or more, they gain hit points as normal. On a 3 or lower, they must make a DC 12 con save. On a success, they heal, but begin to feel the effects of the Sanguine Curse. For a week, the creature has disadvantage in the sunlight and is nervous around running water. The Curse then fades after a week. On a failed save, the creature does not receive healing and instead takes a d4 of Necrotic damage, and feels the effects of the Sanguine Curse. This curse does not fade after a week and must be cured with remove curse or equivalent. If not cured within a month, the creature becomes a vampire.
Level
1st
Casting Time
1 Minute
Range/Area
Self
Components
V, S, M *
Duration
24 Hours
School
Necromancy
Attack/Save
None
Damage/Effect
Comments