This spell creates a giant whirl of neurotic blades.
When a creature enters the area of the spell, it must succeed on a DC 10 plus your spellcasting modifier saving throw. On a failed throw, then the creature in the whirl takes 2d6 slashing damage and 1d12 neurotic damage. On a success, the targeted creature takes half damage.
As an action, a creature can try to control the whirl. The caster has the whirl under control if they made it. If someone tries to control the whirl, they must succeed on a DC 15 plus the original owner's spellcasting modifier Wisdom, Intelligence, or Charisma saving throw.
As a bonus action, the owner can move the swirl 5 feet or 15 if they use their action.
Each spell slot you use for the higher level version of the spell, the neurotic damage increases by 1d12, and the saving throws increase by 1.
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