You can attempt to 'tag' a creature. You must place your palm on that creature and say the phrase, "Tag, your it!" and then move away from them. Any creature you tag must make a Dex 15 + the spell slot level for a saving throw. When failed, take 2d6+2 physic damage each turn until the spell wears off or if they pass the spell to another creature. If succeeded, take half damage and time, and get the urge to chase the nearest character/creature that isn't the caster. If the target gets a nat 20, they can dodge the 'tag' entirely and the caster takes 1d4 Bludgeoning damage and trips. For every spell slot level above 3nd adds 1d6.
The way that a creature can pass the spell onto another creature is as follows, they must place their palm on that creature and say the phrase, "Tag, your it!" and then move away from them. Any creature they tag must make a Dex 13 saving throw. If the 2nd creature rolls an 18 or higher, it does the same as if it was a nat 20. The same rules apply and the timer continues from where it left off.
If the spell makes a player unconscious, they will automatically become stable and the spell will diminish. if it is a creature, it will kill the creature. This does not apply if the killing blow wasn't from this spell itself.
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