You choose one creature within range and attempt to heat their blood to a dangerously high temperature. The target must make a Constitution saving throw. On a failed save, the target takes 3d6 fire damage and must make a Constitution saving throw at the start of each of its turns for the duration.
On each subsequent failed save, the creature takes an additional 2d6 fire damage, and the damage increases by 1d6 for each failed save up to a maximum of 5d6. After three successful saves, the spell ends.
If a targeted creature fails 3 saving throws from this spell, the creature then is paralyzed until the start of it’s next turn upon which the spell ends.
On a successful initial save, the creature takes half as much damage and suffers no further effects from the spell.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the initial damage and maximum damage this spell can deal increases by 1d6 for each slot level above 3rd. When you cast this spell using a spell slot of 6th level or higher, the targeted creature has disadvantage against all saving throws made against this spell.
* - (A drop of the casters own blood)
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