Make a ranged spell attack against a living creature. On a miss, the worm falls to the ground and dies. On a hit, a worm crawls from your palm onto the creature. The worm pierces the creature's flesh and immediately burrows up into its brain, dealing 4d8 piercing damage and 4d8 psychic damage.
At the start of the infested creature's next turn, it must make a Constitution saving throw. On a success, the worm dies and nothing else occurs. On a fail, the creature becomes infested. As long as the worm remains in the creature, the creature has disadvantage on all saving throws made against your spells. The creature also gains advantage on Perception, Investigation, and History checks.
You are always aware of the infested creature's location and any conditions that affect them, as well as their current and maximum hit points. As an action, you can utilize the creature's organs to sense the creature's surroundings. While doing so, the caster gains advantage on Perception, Investigation, and History checks.
Casting Greater Restoration or Heal upon the infested creature kills the worm and ends the spell. If the spell is allowed to run its duration naturally, or if the caster chooses to end it, the worm burrows out through the roof of the infested creature's mouth, dealing 4d8 piercing damage.
At Higher Levels: The spell's duration increases by 1 day for each additional level cast above 5th.
* - (a leech or worm that has gorged on your blood within the last hour, which the spell consumes)
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