A swirling red vortex of blood appears in an unoccupied space you can see within range. When the vortex appears, each creature within 30 feet of it must make a Constitution saving throw, taking 4d10 necrotic damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn within 30 feet of the vortex. While you’re within 60 feet of the vortex, you can move it up to 60 feet to an unoccupied space you can see as a bonus action on your turn.
At the start of your turn, if the vortex dealt damage since the end of your last turn, it becomes stronger. When it does, the range within which creatures must make saving throws to resist its effects and the range within which you can move it both increase by 10 feet, and the damage it deals increases by 1d10.
Creatures that don't have blood have advantage on all saving throws they make against this spell.
* - (a vial of blood from a humanoid killed within the past 24 hours)
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