You cough an incantation into a handkerchief and use it to make a melee spell attack against a creature, imposing upon it a deluge of random magical afflictions. On a successful hit, the creature becomes afflicted for the spell's duration and must make a Constitution saving throw at the end of each of it's turns for the duration of the spell. On failed save, roll a 1d12 on the table below:
- It's exterior begins to break out in a terrible rash, taking 5 acid damage and subtracting 1d4 to it's AC for the duration of the spell.
- It feels their bones start to crack, taking 5 bludgeoning damage and you fall prone at the start of each turn for the duration of the spell.
- It shivers and takes on frostbite, taking 5 cold damage and subtracts 1d4 on it's attack rolls for the duration of the spell.
- It starts to feel overheated, taking 5 fire damage and takes an additional 5 fire damage at the start of each turn for the duration of the spell.
- It convulses uncontrollably, taking 5 lightning damage and can only perform one from an Action, Bonus Action, or Movement on it's turn for the duration of the spell.
- It's body begins to wrinkle and wither, taking 5 necrotic damage and gains one level of exhaustion for the duration of the spell.
- It has the sensation of their innards being stabbed, taking 5 piercing damage and cannot hold anything for the duration of the spell.
- It becomes violently ill, taking 5 poison damage becoming poisoned for the duration of the spell.
- It gets a slamming headache, taking 5 psychic damage and subtracts 1d4 from it's saving throws for the duration of the spell.
- It's eyes become luminous for a moment, taking 5 radiant damage and is blinded for the duration of the spell.
- It feels it's muscle tendons shred, taking 5 slashing damage and their movement is halved for the duration of the spell.
- It vibrates violently, rupturing from the inside, taking 5 thunder damage and they are deafened for the duration of the spell.
If a creature rolls an affliction it already has, you can choose which affliction it gets instead. If a creature succeeds on it's saving throw against this spell, they lose the last affliction they received if they had any. If all of the creature's afflictions are gone, the spell ends early. A greater restoration or wish spell can also end this spell.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases 5 for each slot level above 6th.
* - (a silken handkerchief worth 50gp)
Previous Versions
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12/4/2021 2:44:04 PM
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