(Activate Hemocraft must be active):
Expend 2 hit-dice or take 2d8 damage to activate this spell. Upon casting this spell as a bonus action, you target a creature within range that you can see. The spell aims to disrupt the target's blood flow, causing immediate harm and potential hindrance.
The targeted creature must succeed on a Constitution saving throw. On a failed save, the spell deals 3d6 necrotic damage as it forcefully constricts and damages the creature's blood vessels, causing intense pain and impeding its movement. Additionally, the target's speed is halved until the start of your next turn.
On a successful save, the creature takes half as much damage and suffers no speed reduction. If the creature is immune to necrotic damage, the spell has no effect on it apart from attempting to slow its movement.
At Higher Levels: For every level above 2nd that this spell is cast, this spell can target an additional creature of the caster's choice that is within range.
* - (A creature with blood.)
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