Deep Magic Volume 2 (p.185)
Halo of Blood and Tears
4-level Necromancy
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
A halo of glowing, bloody tears appears over your head, around your waist, or around one of your arms. Droplets constantly fall from the halo, striking the ground, where they vanish in a misty explosion. Until this spell ends, you can transfer damage you take into healing or spell energy. Whenever you take damage, you can use your reaction to store half that damage as magical energy. This effect doesn’t reduce the damage you take, and you can’t use this reaction if you already have energy stored from a previous instance of damage you took. The energy remains stored until expended or until this spell ends. You can expend the energy as a bonus action to cause one of the following effects:
- Healing Burst. The next spell you cast that restores hit points to a creature restores an additional amount equal to the stored energy.
- Spell Rejuvenation. You regain one expended spell slot of a level determined by the amount of stored energy. You regain an expended 1st-level spell slot if the stored energy is at least 10 damage, a 2nd-level spell slot if the stored energy is at least 20 damage, and so on. You can’t regain multiple spell slots at once with this effect.
Available for: Cleric