You compress your blood into a dense, pulsating sphere and hurl it toward a point within range. The orb swells with pressure before erupting in a violent detonation of crimson energy that distorts the air around it.
Each creature of your choice within a 20-foot-radius sphere centered on that point must make a Constitution saving throw.
On a failed save, a creature takes 5d8 necrotic damage and has disadvantage on attack rolls until the start of your next turn as its blood vibrates uncontrollably.
On a successful save, the creature takes half damage and suffers no additional effect.
When you cast this spell, you take damage equal to your proficiency bonus as you rip a portion of your vitality free to form the projectile.
At Higher Levels.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
* - (Blood)
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