Chaotic Vitality

Chaotic Vitality

2nd-level conjuration

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

Make a melee spell attack against a creature with a number of hit dice no greater than your level and at least 1 hp. On a hit, you conjure pulsating waves of chaotic energy within the creature and yourself. After a brief moment that seems to last forever, you and the creature’s current hit point totals change. Roll d100 and increase or decrease the number rolled by any number up to your spellcasting level, then find the result on the Hit Point Flux table. Apply that result to both yourself and the target creature. Any hit points gained beyond a creature’s normal maximum are temporary hit points that last for 1 round/caster level.

For example, assume a 3rd-level spellcaster who currently has 17 of her maximum 30 hp casts chaotic vitality on a creature with 58 hp and rolls a 75 on the Hit Point Flux table. The two creatures have a combined total of (17 + 54 =) 71 hp. A result of 75 indicates that both creatures get 50% of the total, so the spellcaster and the target end up with 35 hp each. In the spellcaster’s case, 5 of those hp are temporary and will last 3 rounds.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum hit dice of the affected creature increases by 2 for each slot level above 2nd.

Hit Point Flux

d% Each Creatures’ Current Hit Points =
01-09 0
10-39 1
40-69 25% of combined total
70-84 50% of combined total
85-94 75% of combined total
95-99 100% of combined total
100 200% of combined total and both creatures gain the effect of a haste spell
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