5th-level Spell: Inflict Disease
Sorcery (Necromancy)
Your touch inflicts disease. Make a melee spell attack against
a creature within your reach. On a hit, the target is afflicted
with one of the diseases listed below (your choice). The spell
has no effect on Constructs, Spirits, Undead, or creatures immune to
disease. The disease is magical and can only be cured by the
heal spell or equivalent magic.
At the end of each of the target’s turns, it must make
another Constitution saving throw. If it succeeds on the
saving throw, it suffers no effects from the disease until the
end of its next turn. When the target has succeeded on three
of these saving throws, it is no longer diseased. When it has
failed on three of these saving throws, the disease sets in, and
lasts for 7 days unless treated by an appropriate means. Once
the target has either three successes or three failures on
these saving throws, it stops making saves for this spell.
- Muscle Weakness. The creature's arms become unbearably weak. It has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Its attacks using Strength deal half damage.
- Trembling Spasms. The creature is overcome with terrible tremors. It has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Its attacks using Dexterity do half damage.
- Skinslough. The creature's skin becomes paper-thin and causes agonizing pain when it tears. It has disadvantage on Constitution checks and Constitution saving throws, except those caused by this spell. In addition, when the creature takes damage, its movement speed is reduced to 10 feet until the end of its next turn.
- Mindrot. The creature becomes disoriented and confused. The creature has disadvantage on Intelligence checks and Intelligence saving throws and cannot tell friend from foe in combat.
- Fire-eyes Fever. The creature's eyes turn milky white and are searingly painful. It has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
- Flesh Rot. The creature’s flesh decays. It has disadvantage on Charisma checks and Charisma saving throws and takes 5 additional points of damage when it suffers bludgeoning, piercing, or slashing damage.
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- Ritual: No
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