- Level: 5
- Casting time: 1 Action
- Components: V, S
- Range(area): Touch
- Attack(save): CON save
- Damage(effect): Blinded
- School: Necromancy
- Duration: 7 Days
Contagion 5e
The disease is inflicted by your touch. Against a creature that is within your range, you can make a melee spell attack. When it hits, you can afflict a creature with a disease of your choice.
It must make a Constitution saving throw at the end of each of the target turns. If three saving of this throw fails, the effect of the disease lasts for the duration. The creature doesn’t make saves. If the three of the saving throw succeeds, in that case, the creature recovers from the disease and the spell ends.
Check:
With the help of Contagion 5e spell, a natural disease is induced in the target and any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.
Blinding Sickness – Pain grips the mind of the creature and its eyes turn milky white. The creature has disadvantage on strength saving throw and Strength Checks.
Flesh Rot – Flesh of the creature decays. It has disadvantage on vulnerability and Charisma Check to all the damage.
Filth Fever – An intense fever sweeps through the body of the creature. The creature has disadvantage on Strength saving throws, Strength checks, and attack rolls that use Strength.
Mindfire – The mind of the creature becomes feverish. On intelligence checks as well as Intelligence saving throws the creature has disadvantage. In addition, the creature behaves as if beneath the effects of the confusion spell during combat.
Seizure – The creature is overcome with shaking. It has disadvantage on Dexterity saving throws, Dexterity checks, and attack rolls that use Dexterity.
Slimy Doom – The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution saving throws and Constitution checks. Moreover, it is stunned until the end of its next turn whenever the creature takes damage.
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