Blood Wisp
As part of casting this spell, you must expend two Hit Point Dice or the spell automatically fails. Roll the Hit Point Dice expended to cast the spell and create a red wisp with a number of Hit Points equal to the roll plus your spellcasting ability modifier. The wisp circles your head. It has an AC equal to 10 plus your spellcasting ability modifier, and uses your saving throws.
Each time you roll damage for a spell while the wisp circles you, you can reroll one of the damage dice. You must use the new roll, and the wisp takes damage equal to the new roll. If the wisp is reduced to 0 Hit Points, the spell ends.
Using a Higher-Level Spell Slot. You can expend one additional Hit Point Die for each spell slot level above 2.
GH2 Player's Guide
V, S, M
a ruby worth 1* GP

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