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You conjure a bubble of blood in the air at a point you can see within range. The bubble lasts for the duration of the spell and sheds dim light for 10 feet. At the end of each of your turns until the spell ends, each creature other than you within 10 feet of the orb must make a Constitution saving throw. On a failed save, the creature takes 3d6 necrotic damage or 3d12 necrotic damage if its hit points are less than or equal to half its maximum hit points. On a successful saving throw, the creature takes no damage. 
If a creature is reduced to 0 hit points with this spell, the orb automatically collects some of its blood. It cannot collect from the same creature twice. When the spell ends, the accumulated blood strengthens you, granting you 1d6 temporary hit points for each creature the orb collected from.
Creatures with no blood are immune to this spell.
Material Components
V, S, M (a vial of blood of multiple individuals)
Related School
Related Element
Effect Duration
Concentration, up to 1 minute
Effect Casting Time
1 action
120 feet

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