Channeling the blood from either yourself, a corpse, or a willing participant within 15ft, you splatter the liquid around yourself on the ground in a 10ft radius. The creature who's blood is used takes 1d8 Necrotic damage.
You decide what triggers the circle when you cast the spell, the most common trigger when casting is a creature stepping within the radius of the circle.
When you create the circle, choose either Ensnaring grip or Spiked strike.
Ensnaring Grip. When triggered, the circle explodes into a mass of bloody tentacles, gripping at the legs of the creature who triggered it. Each creature in the area must make a Dexterity saving throw or be restrained until the end of your next turn.
Spiked Strike. When triggered, the circle erupts into a ring of spikes. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 piercing damage and 3d8 Necrotic damage on a failed saving throw. Or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of a Spiked Strike Circle increases by 1d8 for each slot level above 3rd
* - (1/2 pint of blood)
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