When you cast this spell, up to 10 earthworms spring into being, filling an empty receptacle, a patch of open ground, or simply your cupped hands. Choose one of the following three effects when you cast the spell. You cannot choose more than one effect with a single casting, though you may cast the spell again, using another spell slot, to gain a different effect.
Sentinel Ward
Release the worms into any adjacent soil, sand, mud, or other diggable earth. They burrow and spread to fill a 30-foot-radius sphere centered on the point of release, remaining hidden beneath the surface for up to 8 hours. While at least one zornworm remains alive within that area, you gain a passive, unerring sense of the rough location of anything Tiny or larger moving on the ground or within 1 foot beneath it, anywhere inside the warded sphere -- effectively tremorsense fixed to that location rather than to yourself. You don't need line of sight to the area and can be up to 1 mile away and still perceive it, though the sense only tells you rough direction and distance from the release point, not exact position or identity. This effect ends early if all the worms die (burned, frozen solid, flooded, salted, or dug up and removed).
Scatter and Lure
Scatter the worms across the ground, into water, or use them as bait, within 5 feet of you. For up to 1 hour, beasts, fish, and other creatures known to feed on worms or grubs are drawn toward the bait, and you have advantage on any check made to catch, lure, or attract such a creature using them. You can also use this effect as a distraction: any creature of animal intelligence (Intelligence 4 or lower) within 30 feet of the worms that could plausibly notice and be interested in them must succeed on a Wisdom saving throw or spend its next turn moving toward and investigating the worms instead of pursuing its current objective.
Sustenance
The worms remain in your hand or container, wriggling and faintly glowing, for up to 24 hours. As an action, you or another creature can eat one earthworm. Eating a worm restores 1 hit point and provides as much nourishment as a single meal. A creature can't regain hit points from more than 10 worms, from any combination of castings of this spell, in a 24-hour period. Any worms not eaten lose their potency after 24 hours.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher: if you chose Sentinel Ward, its radius increases by 15 feet and the distance at which you can perceive it increases by 1 mile, for each slot level above 1st. If you chose Scatter and Lure, its duration increases by 1 hour for each slot level above 1st. If you chose Sustenance, the number of zornworms created increases by 10 for each slot level above 1st.
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