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 –
- Level
- Cantrip
- School
- Necromancy
- Casting time
- 1 action
- Range
- 25 feet
- Components
- V
- Duration
- 4 rounds
- Classes
- Sorcerer, Wizard
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](https://api.open5e.com/spells/cure-wounds) spell stops the bleeding before the duration of blood tide expires, as does a successful DC 10 Wisdom (Medicine) check.
At Higher Levels. The 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.
Source and licence
From Deep Magic (open content).
Licence: Open Game Content (OGL 1.0a).