While holding a blade, you cast the spell and it shatters into 1000 pieces which are suspended in air for a split second before they start rapidly rotating around in a 5 foot radius sphere centered on you.

Each enemy that starts their turn in the vortex takes 2d4 slashing damage and must make a constitution saving throw or suffer from bleeding until they start their turn outside of the effect of this spell.

At the end of the spell, the blades immediately reform into the original. Any poison or physical properties such as silvered that apply to the blade also apply to them when they are suspended. However, enchantments or magical effects on the blade do not.

For each spell slot used above second to cast this spell, the damage increases by 2d4.

At certain levels, characters have learned to spin the blades even faster to cause harsher bleeding. At levels 8th, and 16th, the level of bleed increases by 1

Bleeding- a condition where deep wounds have made a creature lose a large amount of blood. A creature that suffers from bleeding takes 1d4 slashing damage (for the purposes of resistance and vulnerabilities) at the start of each turn until the bleeding stops. A medicine check action can be used to stop the bleeding or it can stop naturally depending on the source.

Bleeding can have multiple levels. Deeper wounds inflict more damage. For each level of bleed the damage increases by 1d4.

* - (1 blade, consumed for the duration of the spell)