Doom of Serpent Coils
You drink a dose of venom or other poison and spread the effect to other living things around you. If the poison normally allows a saving throw, your save automatically fails. You suffer the effect of the poison normally before spreading the poison to all other living creatures within 10 feet of you. Instead of making the usual saving throw against the poison, each creature around you makes a Constitution saving throw against the spell. On a successful save, a target suffers no damage or other effect from the poison and is immune to further castings of doom of serpent coils for 24 hours. On a failed save, a target doesn't suffer the poison’s usual effect; instead, it takes 4d6 poison damage and is poisoned. While poisoned in this way, a creature repeats the saving throw at the end of each of its turns. On a subsequent failed save, it takes 4d6 poison damage and is still poisoned. On a subsequent successful save, it is no longer poisoned and is immune to further castings of doom of serpent coils for 24 hours.
Multiple castings of this spell have no additional effect on creatures that are already poisoned by it. The effect can be ended by [protection from poison]({{ base_url }}/spells/protection-from-poison) or comparable magic.
Classes
slugdoom-of-serpent-coils
higher_level
page
rangeSelf (10-foot radius)
target_range_sort0
componentsV, S, M
requires_verbal_componentsYes
requires_somatic_componentsYes
requires_material_componentsYes
materiala vial of poison
can_be_cast_as_ritualNo
durationInstantaneous
requires_concentrationNo
casting_time1 action
level_int4
spell_level4
schoolnecromancy
dnd_classCleric, Druid, Sorcerer, Wizard
archetype
circles
document__slugdmag
document__titleDeep Magic 5e
document__license_urlhttp://open5e.com/legal
document__urlhttps://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/