Choose one creature that you can see within range which has blood. That creature must make a Constitution saving throw. On a failed saving throw, the target takes 3d10 necrotic damage. On a successful saving throw, the target takes half damage.
If this damage reduces the target to 0 hit points, its blood bursts from within its body, spraying nearby foes with gore and spikes of enchanted blood. Each creature within 15 feet of the target must make a Dexterity saving throw. On a failed saving throw, a creature takes 3d10 necrotic damage.
This spell is a Blood spell in addition to its other school.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d10 for each slot level above 2nd.
This is a tad bit op for a level two spell. Is there a level 3 version available?
The spell has a variety of limitations that make it difficult to make effective use of. What makes you think it's op?
yes the variety of the limitations makes it hard to use and effective, but the fact its a level 2 spell is where I would call it op. If you had it at a 3rd level spell it would mesh in with other powerful spells like Fireball and Lightning Bolt. Just my 2 copper on the matter, Thanks for getting back to me and offering a conversation.
If it were 3rd-level, it would never come close to competing with fireball.
The only things that it makes it feel a bit OP, in my opinion, is the fact that the secondary damage is just as strong as the initial damage. I would maybe consider doing only 1d10 of secondary damage to all other creature within 15ft, or perhaps consider leaving the secondary danmage as it is but restricting the radius to 5ft from the target instead of 15ft.
The secondary damage is often quite difficult to make the most of, since there isn't usually an enemy near death in the middle of many other enemies. It's also difficult to guarantee. If you target an enemy with 15-20 hp left, the spell might not kill the target, especially since the target can save and Constitution is a strong saving throw. If you target an enemy with very low hp, the chances are very high that much of the primary damage will be wasted. And if there are no enemies with low hp (or if you can't tell, which is often the case), the spell can't be used as an area damaging tool, making it a lot more limited for alpha-strike maneuvers. Plus, the target has to have blood, which makes it unusable against many types of D&D monsters.
Finally, note that the area damage does not deal half damage on a successful saving throw, so any enemies that make their Dexterity save will take 0 damage.
Trust me when I say that we have playtested this spell with weaker numbers and it was basically never worth using when it was weaker than its current state.
The limitations are not significant limitations;
A creature with blood accounts for a great majority of encounters.
Failed saving throw still causes damage to primary creature
Secondary damage is not limited to any type of creature
Cast as 3rd level deals 4d10 to primary creature, half on a save, if primary creature is killed causes 4d10 to all within 15', none on a save.
C.f. fireball at 3rd; 8d6 to ALL within 20', half on a save. Ave 28 damage vs 22 for carnage blast. Effects all creatures not immune to fire, failed save still causes damage to ALL in range, 20' R vs 15' for Carnage blast
The limitations might be minor but I'd have to agree this is 2nd rather than 3rd level
A cunning use (as a villain). Murko the Mage keeps a small sack of rats, he uses them as living grenades, lobbing them into a crowd of foes and casting carnage blast on them - 3d10 damage to all within 15' plus the horror of being covered in viscera and gore!
That's evil, Fleming! Exactly what I'd expect some cackling wizard to do before covering his enemies with gore and making players curse as their PC's spend the next round wiping the blood from their eyes! There should be a 'Minion Grenade' spell or 'Corpse Martyr' spell that takes advantage of this beaut.
I will point out that this would require him to use an action to hurl the rats each turn -- arguably more than one action, since picking up each rat is a grapple against a living creature. So that's one action to grapple the rat, one action to throw it, and a third action to cast the spell. Assuming the rat doesn't run away in between being thrown and being targeted by the spell.