You turn your head to a creature within 60ft, if it can hear you, you speak a short incantation to the selected creature. The words resonate with the creature's very soul, they will make a con save. The effects can not be dispelled, broken or prevented in any manner as the creature takes 1d4+spell modifier blood damage upon hearing the words spoken. This initial damage can not be halved, resisted, or blocked by immunity. Almost as if it were a small prick to the soul, that starts the true incantation.
Meet or Above 15 - Save
On a successful save, the caster will roll 1d6 and select the corresponding result from this table.
| 1 | The creature feels a sharp pain in its ear, taking another 1d4 damage. |
| 2 | The creature goes deaf for a turn but can still hear the caster. Which will allow them to cast this spell again on the same target. |
| 3 | The creature starts glowing slightly and becomes unable to stealth. |
| 4 | The creature becomes frightened of the caster. |
| 5 | The creature goes blind for a turn. |
| 6 | The creature's movement drops to zero for one turn, as two blood hands grab its feet and hold them in place. |
Below 15 - Fail
On a failed save, the caster will roll 1d6 and select the corresponding result from this table. Then on the caster's turn after the effect has taken place eight spider-like legs made of blood will rip from the ground and bite down on the target doing another 1d8 piercing damage.
| 1 | The creature hears a loud ringing in its ears before dropping prone, on your next turn. |
| 2 | The creature goes deaf for 10 minutes but can still hear the caster. Which will allow them to cast this spell again on the same target. |
| 3 | The creature becomes frightened of an unknown presence as if it was suddenly driven to insanity for 3 turns. |
| 4 | The creature goes blind for 3 turns. |
| 5 | The creature is pushed up to 20ft away, the caster choosing its position. |
| 6 | A weak spot is exposed on the creature, for 3 turns, allowing for a roll to become critical on a 19. |
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