Table of Contents
As an action, you cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature that you can touch or see within 9 meters. The target must make a Fortitude saving throw.
On a failed save, a creature takes 1d6 poison damage and moves 1.5 meters in a random direction if it can move and its speed is at least 1.5 meters. Roll a d8 for the direction: 1: north, 2: north-east, 3: east, 4: south-east, 5: south, 6: south-west, 7: west, 8: north-west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
On a successful save, it takes half as much damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).
As an action, you can sense the presence and location of diseases and diseased creatures within 9 meters of you. You also identify the kind of disease in each case. The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2.5 centimeters of common metal, a thin sheet of lead, or 90 centimeters of wood or dirt
As an action, you unleash a virulent disease on a creature that you can touch or see within 18 meters. The target must make a Fortitude saving throw.
On a failed save, it takes 2d10 necrotic damage.
On a successful save, the creature takes half as much damage. The damage can’t reduce the target’s health below 1. If the target fails the saving throw, its maximum health is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s maximum health to return to normal before that time passes.
You can increase the damage by 3d10 for each additional mana expended.
As an action, flies buzz around in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.
Whenever an enemy enters the area for the first time on a turn or starts its turn there, it must make a Reflex saving throw.
On a failed save, the creature takes 2d8 poison damage and is poisoned until the end of its next turn.
On a successful save, the creature takes half as much damage, but isn’t poisoned.
Additionally, you have advantage on Coercion checks but disadvantage on all other Charisma checks for 1 minute.
You can increase the damage by 1d8 for each additional mana expended.
As an action, swarming, biting locusts fill a sphere centered on a point you choose within 90 meters. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain.
When the area appears, each creature in it must make a Fortitude saving throw. A creature takes 4d4 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.
You can increase the damage by 1d4 for each additional mana expended.
As an action, your touch inflicts disease. Make a melee spell attack against a creature within your reach.
On a hit, the target is poisoned.
At the end of each of the poisoned target’s turns, it must make a Fortitude saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell’s duration.
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.
Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on wisdom checks and Will saving throws and is blinded.
Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on strength checks and attack rolls that use Strength.
Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire. The creature’s mind becomes feverish. The creature is confused for the duration and has disadvantage on intelligence checks and Will saving throws.
Seizure. The creature is overcome with shaking. The creature has disadvantage on dexterity checks, Reflex saving throws, and attack rolls that use Dexterity.
Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on constitution checks and Fortitude saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
|1 mana||2 mana||3 mana||4 mana||5 mana|
|Cone||4.5 meters long||9 meters long||13.5 meters long||18 meters long||22.5 meters long|
|Cylinder||1.5-meter-radius, 4.5 meters high||3-meter-radius, 9 meters high||4.5-meter-radius, 13.5 meters high||6-meter-radius, 18 meters high||7.5-meter-radius, 22.5 meters high|
|Line||6 meters long, 1.5 meters wide||12 meters long, 1.5 meters wide||18 meters long, 1.5 meters wide||24 meters long, 1.5 meters wide||30.5 meters long, 1.5 meters wide|
|Wall||4.5 meters long, 3 meters high, 30 centimeters thick||9 meters long, 6 meters high, 60 centimeters thick||13.5 meters long, 9 meters high, 90 centimeters thick||18 meters long, 12 meters high, 120 centimeters thick||22.5 meters long, 15 meters high, 150 centimeters thick|