You infuse the blood of a creature within range with a corrosive effect. Creatures without blood are immune to this spell's effects.
The target of the spell must make a Constitution saving throw. On a failed save, the target takes 2d6 acid damage, and on each of its turns for the duration, you can use your action to deal 2d6 acid damage to the target automatically. The spell ends if the target ends its turn outside the spell's range or if it has total cover from you. Should the spell's damage reduce the target's hit points to 0, it explodes in a spray of blood, flesh, and bones. Anyone within 10 feet of the exploding victim takes 2d6 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d6 for each slot above 2nd.
Comments