You summon a furious swarm of arcane hornets that latches onto one Large or smaller creature you can see within range.
The target must make a Constitution saving throw.
On a failed save, the swarm is attached and the target:
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Takes 1d6 piercing damage.
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Takes 1d4 poison damage and is Poisoned while the swarm remains attached.
On a successful save, the target takes half damage, isn’t Poisoned, but the swarm still attaches.
The swarm occupies the target’s space and moves with it, including through flight or teleportation.
Swarm Effects
At the start of each of the target’s turns, it takes:
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1d6 piercing damage
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1d4 poison damage
While attached, the swarm causes magical disruption:
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The target has disadvantage on Constitution saving throws made to maintain concentration.
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The first time each turn the target casts a spell, it must succeed on a Constitution saving throw against your spell save DC or the spell fails and has no effect. The spell slot is not consumed.
Breaking the Swarm
At the end of each of its turns, the target may repeat the Constitution saving throw, ending the spell on a success.
An adjacent creature may use its action to help remove the swarm, granting advantage on this saving throw.
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