You target one creature you can see within range that has already suffered damage from another source. As you pull the blood from the creature, it must make a Constitution saving throw. On a failure, the creature suffers 2d12 necrotic damage and is restrained for the duration of the spell or until you lose concentration, as the blood spikes outwards from their body and into the ground. A creature that succeeds on its save takes half damage and is not restrained. At the end of a creatures turn it can attempt a Constitution saving throw to end the restrained effect. Creatures targeted by this spell must have blood for this spell to work.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 and you can target one additional creature for each slot level above 2nd.
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