Blood Diamonds

7th-level necromancy

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (the caster’s blood)

Duration: Instantaneous

By shedding your own blood (deal 1d6 points of damage to yourself with a slashing or piercing weapon) you transmute drops of your own blood into jagged, diamond-hard crystal shards of deepest red called blood diamonds. You create 5 plus a number equal to your spellcasting ability modifier.

You may hurl all at one creature or divide them among several targets. Each blood diamond requires a separate ranged attack and inflicts 1d6 points of slashing and piercing damage and an additional 1d4 damage per turn.

After striking, blood diamonds embed themselves in their targets and create a vampiric resonance with the caster, who gains 1 temporary hit point for every embedded blood diamond each round it remains embedded. Removing an embedded blood diamond requires a DC 14 Wisdom (Medicine) skill check or magical healing.

Section 15: Copyright Notice

Tomes of Ancient Knowledge (5E) © 2016, Legendary Games; Authors Jason Nelson and Clinton J. Boomer, revised by Jeff Ibach.

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