The Archive of Esoteric Secrets
5-level Conjuration
You gesture and a geyser of black slime bursts from the ground
around a creature that you can see within range. The target
must make a Constitution saving throw, taking 5d6 acid damage
on a failed save, and half on a success. Also on a failed save, the
target takes an additional 5d6 acid damage at the start of each
of its turns while the spell lasts.
A creature, the target or otherwise, can use their action to try
to remove the slime. The creature must succeed on a Strength
or Dexterity check (the targets choice) against your spell save
DC. On a success, the spell ends. Regardless of success or
failure, the creature that removes the slime - be it the target, or
another creature - takes 2d6 acid damage.
At higher levels: When you cast this spell using a spell slot
of 6th-level or higher, all instances of the spells damage increase
by 1d6 per spell slot level after 5th.
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