As two actions, flies buzz around in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you. An enemy creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.
On a failure, it takes 2d8 poison damage and is poisoned until the end of its next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Additionally, you have advantage on Intimidation checks but disadvantage on other Charisma ability checks using a social skill for 1 minute.
You can increase the damage by 1d8 for every two additional mana expended.