Vampire

Vampire

Medium undead (shapechanger)
Challenge

STR
4
DEX
4
CON
4
INT
3
WIS
2
CHA
4

144
17d8+68
19
Soak
1
Fort
+4
Ref
+8
Will
+7
Defense note natural armor
Damage resistances necrotic; bludgeoning, piercing, and slashing from attacks that aren’t silvered
Damage immunities poison
Condition immunities diseased, exhausted, poisoned

Speed 5 m.
Skills Occult (cha) +8 (19), Perception +6 (17), Persuasion +8 (19), Stealth +8 (19)
Senses darkvision 20 m.
Languages the languages it knew in life

Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.

Legendary Resistance (3/day). If the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape. When it drops to 0 health outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.

While it has 0 health in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 health. After spending 1 hour in its resting place with 0 health, it regains 1 health.

Regeneration. The vampire regains 20 health at the start of each of its turns if it isn’t in sunlight or running water. While the vampire is able to regenerate, it does not become wounded or incapacitated as a result of regaining health. If the vampire takes radiant damage, this trait doesn’t function at the start of the vampire’s next turn. The vampire dies only if it starts its turn with 0 health and doesn’t regenerate.

Spellcasting. The vampire uses Occult (cha) to cast spells (spell save Difficulty 17, +8 to hit with spell attacks). It has 24 mana, a mana limit of 4, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 16th-level spellcaster): blood siphon, crimson blade

1 mana: analyze blood, avasculate, blood armor, blood drain, blood money, blood puppet, blood purge, blood sentinel, blooddrinking weapon, bloodhound, bloodletting strike, charm creature, charming presence, command, friends, hypnotize, instinctive charm, pass without trace, shadow jaunt, shadow veil

2 mana: animate blood, bind blood, blood bond, blood transcription, compulsion, create homunculus, enthrall, leathery wings, suggestion

3 mana: avascular mass

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make a skill check.

Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on skill checks and saving throws.

Actions (2)

Unarmed Strike (Vampire form only). Melee Weapon Attack: +8 to hit. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape Difficulty 13).

Bite (Bat or Vampire form only; 1/turn). Melee Weapon Attack: +8 to hit., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s maximum health is reduced by an amount equal to the necrotic damage taken, and the vampire regains health equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its maximum health to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.

Change Shape (1/turn). If the vampire isn’t in sunlight or running water, it can polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

While in bat form, the vampire can’t speak, its walking speed is 1 meter, and it has a flying speed of 5 meters. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 5 meters, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Reflex and Fortitude saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Charm (1/turn). One humanoid the vampire can see within 5 meters of it that can see the vampire must succeed on a Difficulty 17 Will saving throw or be magically charmed by the vampire. The charmed creature regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bit attack.

If the target suffers any harm or receives a suicidal command and each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or ends the effect on its turn (no action required).

Children of the Night (1/long rest). The vampire magically calls 2d4 swarms of bats or swarms of rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d3 rounds, acting as allies of the vampire and obeying its spoken commands. The animals remain for 1 hour, until the vampire dies, or until the vampire dismisses them on its turn (no action required).

Legendary actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.

Bite (Costs 2 actions). The vampire makes one bite attack.

Move. The vampire moves up to its speed without provoking opportunity attacks.

Unarmed Strike. The vampire makes one unarmed strike.

Regional effects

The region containing the vampire’s lair is warped by the vampire’s magic, which creates one or more of the following effects:

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.

  • Plants within 200 meters of the lair wither, and their stems and branches become twisted and thorny.

  • Shadows cast within 200 meters of the lair seem abnormally gaunt and sometimes move as though alive.

  • A creeping fog clings to the ground within 200 meters of the vampire’s la ir. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

If the vampire is destroyed, these effects end after 2d6 days.

Urbanmm

Spells

As an action, you siphon life force from a creature that you can touch or see within 5 meters to heal your wounds. The creature must make a Fortitude saving throw. If the creature is a construct or an undead or has no blood in its body, the spell has no effect on it.

On a failure, it takes 1d6 necrotic damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

You gain temporary health equal to half the amount of necrotic damage dealt.

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

5 minutes

As an action, a blade of your blood appears in your free hand and lasts for the duration. You create the blade as a magical dagger, katar, sai, sickle, greatsword, kama, kukri, longsword, scimitar, or shortsword.

The spell ends if you dismiss it on your turn (no action required), if you cast it again, or if you end your turn without the blade in your hand as the blood falls to the ground.

At higher levels

When you reach 9th level, you can make an attack with the blade as part of the same action to create it.

As you spend 1 minute to cast this spell, you touch at least one drop of blood to analyze the creature to which the blood belongs. You learn the creature’s species, gender, or age category such as adolescent, adult, or elderly (your choice).

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to learn all three details about the creature.

  • You can expend 1 additional mana to learn when and how the creature lost the blood, any kind of disease or poison in the blood, or any level of radiation in the blood.

As an action, you violently purge the blood from the body of a creature that you can touch or see within 10 meters through its skin. The creature must make a Fortitude saving throw.

On a failure, it loses 4d8 health and is bleeding 2.

On a critical failure, it loses twice as much health and is bleeding 4.

On a success, it loses half as much health and is bleeding 1.

On a critical success, it loses no health.

Augment

You can increase the damage by 5d8 for each additional mana expended.

3 hours/mana

As an action, you touch a willing creature who isn’t wearing armor, and its blood becomes as hard as iron upon contact with air until the spell ends. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).

As an action, you siphon life force from a creature that you can touch or see within 10 meters to heal your wounds. The creature must make a Fortitude saving throw. If the creature has no blood in its body, the spell has no effect on it.

On a failure, it takes 3d8 necrotic damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

You regain health equal to half the amount of necrotic damage dealt.

Augment

You can increase the damage by 3d8 for each additional mana expended.

As a reaction when you cast a spell, you can cut one of your hands, releasing a small stream of blood that transforms into one material component of your choice required by the original spell, with a cost of up to 100 sp or augments a material component to be up to 100 sp more valuable.

Your health and maximum health are both reduced by 1d10. This reduction can’t be lessened in any way, your maximum health cannot be increased in any way until you finish a long rest, and the reduction to your maximum health lasts until you finish a long rest. You cannot create magic items with blood money.

This spell does not change your mana limit for another spell you cast this turn.

Augment

The component cost can be up to 100 sp higher for each additional mana expended. Reduce your health by an additional 1d10 for each augmentation.

As a reaction, which you use when a creature is reduced to 0 health within 10 meters of you, you can take control of the creature’s body as it falls. The creature must have blood in its body or this spell fails.

That creature immediately makes a single weapon attack against a target of your choice within its reach and the attack deals extra damage equal to your spellcasting ability.

As an action, you can manipulate the vitality of a creature within 10 meters to expunge a corruption in their blood. The target creature can immediately make a saving throw against an effect afflicting it.

The creature must have blood in its body or this spell has no effect.

(ritual); M (a life-sized animal sculpture made of clay, cloth, stone, or wood, plus mandrake root worth 10 sp, consumed)

As you spend 10 minutes to cast this spell, you pour a few drops of your blood into the mouth of the animal sculpture, temporarily giving it life. The form is based on the sculpture: almiraj, badger, bat, cat, crab, fish (quipper), flying monkey, flying snake, frog, hawk, lizard, octopus, owl, poisonous snake, rat, raven, scorpion, sea horse, spider, toad, tressym, weasel, or any Tiny or smaller animal of challenge rating 0.

The sculpture animates into a sentinel within 1 meter of you. The sentinel has the statistics of the chosen form, though its health is increased by 5. Your sentinel can understand your speech and you gain the ability to decipher its noises and motions.

Your sentinel acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. If you don’t issue any commands to your sentinel, it defends itself from hostile creatures but otherwise takes no actions. A sentinel can’t attack, but it can take other actions as normal.

While your sentinel is within 20 meters of you:

  • Your sentinel has resistance to all damage. Each time it takes damage, you take the same amount of damage.
  • When you cast a spell with a range of touch, your sentinel can deliver the spell as if it had cast the spell. Your sentinel must use its reaction to deliver the spell when you cast it. If the spell is an attack, you use your own skill check for the roll.

As an action, you can temporarily dismiss your sentinel if it is within 5 meters of you. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 5 meters of you that you can see.

You can’t have more than one blood sentinel, divine emissary, familiar, or wild companion at a time. If you cast this spell while you already have a blood sentinel, divine emissary, familiar, or wild companion, the spell fails.

When the sentinel drops to 0 health, it disappears, leaving behind no physical form. It reappears after you cast this spell again. If it is slain by a creature, you gain advantage on your next attack made against the killer.

Augment

You can increase your sentinel’s health by 15 for each additional mana expended.

concentration, 5 minutes/mana

As an action, a weapon that deals piercing or slashing damage that you touch thirsts for blood. For the duration, the weapon deals an extra 1d4 damage.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d4 for each additional mana expended.

  • You can expend 1 additional mana to cause an additional weapon you touch to thirst for blood.

1 hour/mana

As an action, you can smell creatures that don’t have full health within 10 meters for the duration, which allows you to pinpoint the space the creature occupies.

Additionally, you have advantage on skill checks to track any creature that doesn’t have full health.

As an action, make a weapon attack.

On a hit, add 1d10 + your spellcasting ability damage to the attack’s damage roll and the creature is bleeding 2.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Augment

You can increase the damage by 2d10 and the bleeding level by 1 for each additional mana expended.

1 hour/mana

As an action, you charm a creature that you can touch or see within 10 meters. The creature must make a Will saving throw, which it does with advantage if you or your companions are fighting it.

On a failure, it is charmed by you and friendly to you for the duration.

The spell ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way.

When the spell ends, the creature knows it was charmed by you.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As an action, you exert an aura of sympathetic power. Each creature other than you in a sphere twice as big as normal centered on you must make a Will saving throw, which it does with advantage if you or your companions are fighting it.

On a failure, it is charmed by you and friendly to you for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, you speak a one-word command to a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or follow the command. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. On its turn, the creature must use its speed to move toward you by the shortest and most direct route, and can’t willingly move away from you on during its turn.

Drop. The creature immediately drops whatever it is holding at its feet.

When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make a Brawn or Nimbleness (its choice) check contested by the hostile creature’s Brawn or Nimbleness check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.

Flee. On its turn, the creature must use its speed to move away from you by the shortest and most direct route, and can’t willingly move toward you on during its turn.

Grovel. The creature immediately falls prone.

Halt. On its turn, the creature can’t willingly move. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana to change the duration to 1 minute/mana, concentration. For the duration, you can make an additional command on each of your turns.

As a reaction, which you use when you make a Persuasion check, your words become more enticing. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

As an action, your soft words can magically enthrall a creature that you can touch or see within 5 meters of you. If the target can see or hear you, it must succeed on a Will saving throw or be charmed until the end of its next turn. The charmed creature is immobilized, it cannot speak, and the creature is incapacitated and visibly dazed.

The effect ends for the creature if you move more than 5 meters away from it, if it can neither see nor hear you, or if it takes damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana so the duration changes to 1 minute/mana, concentration and the creature is incapacitated for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As a reaction, which you use when a creature that you can touch or see within 5 meters of you attacks you, you can try to divert the attack, provided that another creature is within the attack’s range. The attacker must succeed on a Will saving throw or it must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.

1 hour/mana

As an action, a veil of shadows and silence covers you, masking you from detection. For the duration, you have advantage on Stealth checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Augment

You can expend 1 additional mana so each creature you choose within 5 meters of you (including you) has advantage on Stealth checks and can’t be tracked except by magical means.

As an action, when you are in dim light or darkness, you can step from one shadow into another. You teleport up to 20 meters to an unoccupied space you can see that is also in dim light or darkness.

You can bring along objects you are touching that aren’t worn or carried by another creature as long as their weight doesn’t exceed what you can carry.

If you teleport 5 meters or less, you can use Stealth without using an action or make a weapon attack.

On a hit, add 1d8 + your spellcasting ability to the attack’s damage roll.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can teleport an additional 100 meters for each additional mana expended.

  • You can increase the damage by 3d8 for each additional mana expended.

  • There and Back Again. You can expend 1 additional mana at the end of your turn to teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.

  • Continuous Shadow Jaunt. You can expend 2 additional mana to change the duration to 1 minute/mana and on each of your turns before the spell ends, you can use an action to teleport in this way again.

As a reaction, which you use when a creature that you can touch or see within 10 meters of you attacks you or another creature, you can cause shadows to mask the attacked figure. You impose disadvantage on the roll. An attacker that can’t be blinded is immune to this feature.

Augment

You can expend 1 additional mana so attacks rolls against the target creature have disadvantage until the start of its next turn.

concentration, 5 minutes/mana

As two actions, you siphon blood from a creature within 10 meters, animating it into a blood ooze. The creature must make a Fortitude saving throw.

On a failure, it takes 3d6 necrotic damage and is a blood ooze appears in an unoccupied space within 1 meter of the creature.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The ooze has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the ooze gains 1 mana or 2 stamina dice. The ooze is friendly to you and your companions and melts to a pool of blood when it drops to 0 health or when the spell ends.

When it attacks, make a melee spell attack in place of its attack, but retain the damage and other effects.

Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

Augment

You can target one additional creature for each additional mana expended, creating an additional blood ooze.

As two actions, you coagulate the blood of a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw. If the creature has no blood in its body, the spell has no effect on it.

On a failure, it takes 4d6 necrotic damage and is stunned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 6d6 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is stunned for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • You can expend 1 additional mana so the creature is paralyzed instead of stunned.

1 hour/mana

As two actions, you connect your life to that of a willing creature within 10 meters. While the target is within 10 meters of you, you have resistance to all damage. Also, each time you take damage, it takes the same amount of damage.

The spell ends if you drop to 0 health or if you and the target become separated by more than 10 meters. It also ends if the spell is cast again on either of the connected creatures. You can dismiss the spell on your turn (no action required).

Augment

You can expend 1 additional mana to target any creature within 10 meters which must succeed on a Fortitude saving throw or be affected by this spell. Each time the target takes damage from this spell, it makes a new Fortitude saving throw against the spell. If the saving throw succeeds, the spell ends.

3 hours/mana

As two actions, you consume half a liter of blood from a creature that could cast spells that died within the last 24 hours. You can learn a spell with a mana cost up to your mana limit that the creature knew for the duration. Your GM determines the spell, though you can provide input such as “a higher mana spell”, “a spell that can protect me”, “a spell that can cause mass destruction”.

concentration, 1 minute/mana

As two actions, creatures of your choice within 5 meters that can hear you must make a Will saving throw. A target automatically succeeds on this saving throw if it can’t be charmed.

On a failure, a target is affected by this spell. Until the spell ends, you can use an action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take any actions before it moves. After moving in this way, it can make another saving throw to try to end the effect.

A target isn’t compelled to move into an obviously deadly hazard, such as a fire or a pit, but it will provoke opportunity attacks to move in the designated direction.

concentration, 5 minutes/mana

As two actions, you mix certain chemicals with blood, clay, ash, and mandrake root, to create a companion known as a homunculus which appears in an unoccupied space that you can see within 10 meters. The homunculus assumes the homunculus companion form, using 2 resources. The creature has no stamina dice, but you can infuse it with stamina dice by expending mana, up to your mana limit. For each mana or 2 ki you expend, the construct gains 1 mana or 2 stamina dice. The homunculus is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can use an additional resource for each additional mana expended.

  • You can expend 2 additional mana to call forth another homunculus.

1 minute/mana

As two actions, you weave a distracting string of words, enthralling creatures of your choice within 10 meters. Each creature must make a Will saving throw, which it does with advantage if you or your companions are fighting it. If the creature is immune to being charmed or it can’t hear you, the spell has no effect on it.

On a failure, the creature has disadvantage on Perception checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

concentration, 5 minutes/mana

As two actions, black leathery wings spread out from your back so you gain a flying speed of 10 meters for the duration. When this spell’s duration would end, if you’re still flying, you float gently to the ground at 10 meters per round.

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 3 hours/mana

As two actions, you suggest a course of activity (limited to a sentence or two) and magically influence a creature within 5 meters that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.

The creature must make a Reflex saving throw.

On a failure, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell expires, the activity isn’t performed.

The spell ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 hour/mana

As two actions, a creature that you can touch or see within 10 meters has its blood vessels violently purged through its skin. The creature must make a Fortitude saving throw. If the creature has no blood in its body, the spell has no effect on it.

On a failure, it takes 2d8 necrotic damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If the creature takes damage, the avascular mass erupts in a sphere centered on the target. The avascular mass is difficult terrain and lightly obscures its area.

If the avascular mass isn’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, it collapses on itself, and the spell ends at the start of your next turn. The mass layered over a flat surface has a depth of 1 meter.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, a creature is restrained as long as it remains in the avascular mass or until it breaks free.

A creature restrained by the avascular mass, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty. If it succeeds, it is no longer restrained.

Any 1-meter cube of avascular mass that takes more than 10 radiant damage on a single turn disintegrates. When the spell ends, the blood vessel mass becomes a small layer of limp, decaying tissue.

Augment

You can increase the damage by 2d8 for each additional mana expended.