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Crimson harvest

9th-level necromancy (hemomancy)
Casting Time: 1 hour
Range: Sight
Components: V, S, M (the heart of a phoenix, which the spell consumes)
Duration: Concentration, up to 1 minute

You can only cast this spell on a night with a full moon. When you finish casting the spell, choose a point you can see within range. A 300-foot crimson dome manifests around and above the point you chose. The dome remains stationary for the spell's duration. Each creature under the dome must make a Wisdom saving throw. On a failed save, a creature is charmed for the spell's duration, forced to look at the full moon, which appears red under the dome's light.
Creatures affected by the spell that can't see the moon must spend their turns trying to move to a position where they can see the moon clearly. For their actions, they can only use the Dash action. If an affected creature is somehow restrained or unable to move to a position where it can see the moon clearly, it suffers immense mental stress and enters a state of lunacy, taking 10d6 psychic damage at the end of each of its turns until it can see the moon clearly.
If you concentrate for the full duration of the spell, each charmed creature that can clearly see the moon must make a Constitution saving throw. On a successful save, it takes 10d6 necrotic damage, and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts indefinitely, and can only be removed by a greater restoration spell cast on the creature as a 9th level spell, or a wish spell.
On a failed save, a creature dies and its physical body turns into a red stone, at the top of which a blood rose blooms. A creature can use its action to remove a blood rose from the stone upon which it bloomed. A blood rose is a magical object with an AC of 15 and 10 hit points. Within it, the life essence of the creature that served as its nutrient is stored.
While holding a blood rose, a creature can use its action to crush it, producing one of the effects described below. If an effect includes the casting of a spell, the spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes. In addition, the blood rose replaces any of the spell's material components.
- Blood Heal. The creature crushing the blood rose casts heal as a 7-th level spell.
- Bloom. The creature crushing the blood rose casts resurrection.
- Envision. The creature crushing the blood rose becomes incapacitated for 1 hour, during which it witnesses all of the memories of the creature that served as nutrient for the blood rose it crushed.
- Regrow. The creature crushing the blood rose casts regenerate.
- Revitalize. The creature crushing the blood rose can choose expended spell slots to recover. The spellslots can have a combined level that is equal to or less than twice the creature's proficiency bonus, and none of the slots can be 7th Level or higher.
Amplify 10. The spell's casting time becomes 10 minutes.


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