You create a taint that protects up to 16,000 square feet of floor space (an area 125 feet square, or 3,200 5-foot squares or 160 10-foot squares). The tainted area can be up to 20 feet tall, and shaped as you desire. You can taint several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you cast this spell, you can specify creatures that are unaffected by the taint.
Cantrip level healing within the tainted area will slowly transform those healed into natives. For those within the tainted area healing by cantrips or by rest will result in tainted hit points. When the tainted hit points exceed the maximum hit points of the nonnative the nonnative must make a DC 17 Constitution saving throw or be reincarnated as one of the native creatures used in the spell casting. The saving throw must be repeated at -1 for each successive exposure to the taint.
Taint Reincarnated creatures must make a DC 17 Wisdom saving throw or be charmed by the caster. This save may be Rerolled when attacking former associates.
The whole tainted area radiates magic.
You can create a permanently tainted structure by casting this spell there every 10 days for one year.
* - (burning incense, a small measure of brimstone and oil, a knotted string, fragments of creatures native to the area)
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