You attempt to extract blood (or sap for plant creatures) from a creature you can see within range. The target must make a Strength saving throw. On a failed save, it takes 6d10 acid damage, and you telekinetically control the extracted blood. On a successful save, the target takes half damage, and you do not control the blood.
This spell has no effect on creatures without blood or sap, such as many aberrations, elementals, oozes, most undead, and constructs.
If you control the blood, it hovers as a blob 1 foot above your hand holding the material component until the end of your next turn. As an action, you can make a ranged spell attack with the blood against a creature within range. On a hit, the target is blinded for 1 minute. Alternatively, as an action, you can spill the blood on the ground, creating difficult terrain in a 10-foot radius centered on a point you choose within range. This difficult terrain lasts 10 minutes. After you use the blood blob for either of those things, or stop holding the material component, you lose control of it.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
* - (a tiny dram glass)Previous Versions
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8/4/2024 1:58:56 PM
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3
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1.0
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8/4/2024 2:00:24 PM
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8/4/2024 2:07:26 PM
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5
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8/4/2024 2:38:14 PM
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5
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