An acidic medium-sized snail appears in an unoccupied space of your choice within range and lasts for the duration. When first cast, and then as a bonus action on subsequent turns, you can move the snail up to 30 feet. The snail can be directed over barriers and cling to ceilings and walls, but cannot jump gaps wider than 5 feet or cross liquid surfaces.
For the duration of the spell, the snail leaves behind a 5-foot wide trail of acidic slime along any surface it moves across. A creature that moves through the slime or comes into contact with it for the first time must make a Constitution saving throw against your spell save DC. The creature takes 1d10 acid damage for every 5 feet of slime it passes through or touches on a failed save, or half as much damage on a successful one.
When the spell ends, both the trail and the snail disappear.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 2nd.
* - (a snail shell and soft moss)
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