As two actions, you inflict a contagion upon a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.
On a failure, it is becomes diseased for the duration.
When you cast this spell, choose one of the following diseases.
Since this spell induces a natural disease, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.
At the start of each of its turns while diseased in this way, the creature must make a Fortitude saving throw. If the creature succeeds on three of these saves, it is no longer diseased, and the spell ends. If the creature fails three of these saves, the disease manifests. While diseased, the creature is subjected to the following effects.
Filth Fever. A raging fever sweeps through the creature’s body. The creature is exhausted 2.
Flesh Rot. The creature’s flesh decays. The creature has vulnerability to all damage.
Seizure. The creature is overcome with shaking. The creature has disadvantage on Reflex saving throws and attack rolls.
Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Fortitude saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.