Blood Tide
When you cast this spell, a creature you designate within range must succeed on a Constitution saving throw or bleed from its nose, eyes, ears, and mouth. This bleeding deals no damage but imposes a –2 penalty on the creature’s Intelligence, Charisma, and Wisdom checks. Blood tide has no effect on undead or constructs.
A bleeding creature might attract the attention of creatures such as stirges, sharks, or giant mosquitoes, depending on the circumstances.
A [cure wounds]({{ base_url }}/spells/cure-wounds) spell stops the bleeding before the duration of blood tide expires, as does a successful DC 10 Wisdom (Medicine) check.
Classes
slugblood-tide
higher_levelThe spell’s duration increases to 2 minutes when you reach 5th level, to 10 minutes when you reach 11th level, and to 1 hour when you reach 17th level.
page
range25 feet
target_range_sort25
componentsV
requires_verbal_componentsYes
requires_somatic_componentsNo
requires_material_componentsNo
material
can_be_cast_as_ritualNo
duration4 rounds
requires_concentrationNo
casting_time1 action
level_int0
spell_level0
schoolNecromancy
dnd_classSorcerer, Wizard
archetype
circles
document__slugdmag
document__titleDeep Magic 5e
document__license_urlhttp://open5e.com/legal
document__urlhttps://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/