You cause the blood of creatures to become weak and volatile. Choose a point in range to be this spell's target. Once done, all creatures in a 10ft radius sphere of the chosen point make a Constitution save, taking 8d4 necrotic damage, and their blood is weakened, or half as much on success and their blood isn't weakened.
When a creature's blood is weakened, they take an extra 1d4 necrotic damage from each instance of damage they take. An affected creature can make an extra Constitution save at the end of each of their turns, ending the spell on a success. A creature without blood or similar is immune to this spell.
At Higher Levels. When you cast this spell using a slot of 4th or higher, the initial damage increases by 1d4 for each slot above 3rd. Also, the sphere's radius increases by 5ft for each slot above 3rd.
* - (a drop of blood)
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