A living target within range must make a constitution saving throw or have beads of blood begin to be pulled from their veins. A blood hexed enemy must make the save at disadvantage.
If they fail, roll 4d12. The total rolled is how many 1 ounce hardened spheres of blood you pull from their pores. The target takes one point of piercing damage per bead.
If they succeed, you only pull 1d12 hardened spheres.
In the same round, with a bonus action, you may telekinetically pull all the spheres to an open container on your person. Otherwise, they drop to the ground and dissolve back into liquid.
When you cast this spell using a spell slot of 5th level or higher, add one additional d12 to the amount rolled.
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