Green Decay

Your touch inflicts a nauseating, alien rot. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with the supernatural disease green decay (see below), and creatures within 15 feet of the target who can see it must make a successful Constitution saving throw or become poisoned until the end of their next turn.

You lose concentration on this spell if you can’t see the target at the end of your turn.

Green Decay. The flesh of a creature that has this disease is slowly consumed by a virulent extraterrestrial fungus. While the disease persists, the creature has disadvantage on Charisma and Wisdom checks and on Wisdom saving throws, and it has vulnerability to acid, fire, and necrotic damage. An affected creature must make a Constitution saving throw at the end of each of its turns. On a failed save, the creature takes 1d6 necrotic damage, and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If the creature gets three successes on these saving throws before it gets three failures, the disease ends immediately (but the damage and the hit point maximum reduction remain in effect). If the creature gets three failures on these saving throws before it gets three successes, the disease lasts for the duration of the spell, and no further saving throws are allowed.

Classes


sluggreen-decay

higher_level

page

rangeTouch

target_range_sort1

componentsV, S

requires_verbal_componentsYes

requires_somatic_componentsYes

requires_material_componentsNo

material

can_be_cast_as_ritualYes

durationUp to 1 hour

requires_concentrationYes

casting_time1 action

level_int4

spell_level4

schoolnecromancy

dnd_classBard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, 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/