CONTAGION

Necromancy Level 5

STANDARD

Casting Time 1 action
Range Touch
Component V, S
Duration 7 days

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. 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 Wisdom saving throws and is blinded.

Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, 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 has disadvantage on Intelligcnce checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Spell Variants & Exotic Components – level 5
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SPELL VARIANT #1

Casting Time 1 action
Range Touch
Component V, S, M
Duration 7 days (see below)

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

At the end of each of the target’s turns, it must make a saving throw depending on the type of disease. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Spells or spell-like abilities that can cure diseases, allow the target to repeat one saving throw.

Ghoul fever. The target contract the ghoul fever and the disease last until the target is dead or cured. This disease requires Wisdom saving throws. After the seven days, the target can repeat the process of the three saving throw to try to resist the contagion. The fever imposes disadvantage on Wisdom saving throws and the loss of 1d3 wisdom every day. Upon reaching widsom zero, the target undergoes the transformation into a ghoul.

Aboleth’s Mucus. The aboleth’s mucus disease lasts for the duration. This disease requires Dexterity saving throws. The target has disadvantage on all Dexterity saving throws and loses 1d4 points of dexterity every day. If the target loses all its dexterity points the disease ends, its dexterity score is restored, but it will be able to breath in underwater environment only.

Otyugh’s Plague. The plague lasts for the duration. This disease requires Constitution saving throws. After the seven days, the target can repeat the process of the three saving throw to try to resist the contagion. The target has disadvantage on all Constitution saving throws and reduces its maximum hit points by 1d10 every day. Components. Dried tongue of Ghast, pinch of Aboleth‘s Mucus, Droll of Otyugh.