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/