Bleeding Wounds

This spell causes any existing wounds to start to bleed badly and blood begins to flow from orifices like eyes, ears, nose, and spitting up blood. 

Effect

The target must make a Constitution saving throw or suffer 2d6 necrotic damage, one each additional the wounds linger the creature takes 1d6 necrotic damage.

Side/Secondary Effects

Additional, the there is a 30% chance that the blood runs into the eyes of the creature to partially blind them, or runs into the hands making it hard to hold on to the weapon its yielding, or pool underfoot making it hard to stand and not slip causing disadvantage while the spell remains cast.

Material Components
10 gp worth diamond flakes or dust, (Consumed)
Gestures & Ritual
  • Verbal
  • Somatic
  • Material
Related School
Necromancy
Effect Duration
Concentration - 1 Minute
Effect Casting Time
1 Action
Range
60 Feet
Level
2nd Level

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