Your touch carries disease. You launch a melee spell attack on a creature within reach.
- Level: 5
- Casting time: 1 Action
- Range: Touch
- Components: V, S
- Duration: 7 days
When hit, you choose to subject the creature to one of the diseases described below.The touched creature must make a Constitution save at the end of each round.
After a total of three failed saves, the disease effect will remain until the end of the spell’s duration, and the creature will no longer make the corresponding Constitution save.
After a total of three successful saves, the creature recovers from the disease and terminates the spell’s effect.
Since the spell causes natural disease to the target, any effect that removes the disease or improves the condition of the disease can have an effect on the subject.
Blindness Sickness. Pain entangles the will of the sick and turns his eyes milky white.
Affected creatures have disadvantages when making Wisdom checks and Wisdom saves, and suffer from blindness.
Filth Fever. The patient’s body developed a severe fever. Sick creatures have disadvantages when making power checks and power saves, and when making power-based attacks.
Flesh Rot. The patient’s skin gradually rotted. Diseased creatures have a disadvantage when performing charm checks, and are vulnerable to all types of damage.
Brain fever Mindfire. The patient has a fever. Sick creatures have disadvantages when making intelligence checks and intelligence saves, and they are considered to be affected by the confusion effect of confusion in combat.
Seizure of epilepsy. The patient was trembling all over. Diseased creatures have disadvantages when making agility checks and agility saves, and when launching agile-based attacks.
Nausea Slimy Doom. The patient started bleeding uncontrollably. Diseased creatures have a disadvantage when performing physical fitness checks and physical immunity.
In addition, whenever the creature is injured, it will fall into a state of shock until the end of its next round.