You pull together a mass of energy, and you sling it at the ground of specified area. Upon landing, it creates a 5 foot circle of energy blooming from the point of contact on the ground, dealing 2d6 force damage (magical). All enemies hit by this become Marked . If a Marked target is still in that same 5 foot circle during your next turn, it blooms again for every Marked target, to a maximum of 2, it deals 1d6 of force damage (magical).
If cast as a ritual, this same affect will continue till the end of combat if concentration is held, but after the second bloom, all the follow up deal 1d4 force damage (magical).
The Marked target(s) can make a Wis, Con, Int, or Cha saving throw to become unmarked, they succeed by rolling a 10(+ half your class level) or higher, if failed, their next saving throw of the sum listed will have disadvantage
* - (Any type of dirt must be present around the target)
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