Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. The target must make this with disadvantage if bleeding. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d8 from the attack roll or save. Additionally the target takes an initial 4d8 damage and the caster heals the same amount. this saving throw can be repeated at the top of the targets turn, with each fail the additional damage is dealt and the caster continues to regain hit points equal to the additional damage.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1 and the damage/healing increases by 1d8 starting at level 4
* - (a drop of blood)
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