“Dear Gods. I never even liked things like rats or spiders, but that was horrifying. I never want to see a rat again.”
- Adventurer that previously worked with Ava Allblood
Stomping the ground and making unintelligible noises, you summon to your side a flood of rats, spiders and countless other vermin to assist you in battle. When you cast this spell, roll 2d4 and choose whichever number you prefer and compare it to the table below. That number will decide what kind of vermin swarm appears. Each round after you cast the spell, another swarm of vermin will appear, and the dice that you roll will change. Refer to the table below for more details. These swarms can be moved up to thirty feet on your turn. You must spread this movement out between every swarm. Once 10 rounds have elapsed, all of the swarms will dissipate, returning to their habitats. If you lose concentration on the spell, the swarms are released from your control and will move in random directions on your turn.
1st Round: d4
2nd Round: d6
3rd Round: d8
4th Round: d10
5th Round: d12
6th Round: 2d8
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1 |
A 10-foot cube of swarming, biting insects appears. This swarm is capable of flight, and if it passes through the space of a creature, the creature must make a Constitution saving throw or take 4d4 Piercing damage, or half as much on a success. |
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2 |
A 10-foot square of rats scurries onto the field. These rats are capable of burrowing, and if the rats pass through the space of another creature, the creature must make a Dexterity saving throw or take 4d4 Slashing damage. Any creature killed by this damage is skeletonized, as the rats devour them. |
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3 |
A 10-foot square of poisonous insects appears. This swarm is capable of climbing, and if it passes through another creature’s space, the creature must make a Constitution saving throw or take 4 Piercing damage and 4d4 Poison damage. |
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4 |
A 10-foot cube of buzzing, carrion-eating insects appears. This swarm is capable of flight, and if it passes through a creature’s space, the creature must make a Wisdom saving throw or take 4d4 Psychic damage and be Frightened of the swarm. They can repeat this saving throw at the start of each of their turns to end the effect. |
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5 |
A den of venomous snakes appears. The snakes take up a 10-foot square, and are capable of swimming. If they pass through a creature’s space, the creature must make a Constitution saving throw or take 4d4 Piercing damage and be Poisoned. |
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6 |
A 10-foot square of constricting snakes appears. They are capable of climbing and swimming, and if they pass through a creature’s space, the creature must make a Strength saving throw or take 4d4 Bludgeoning damage and be grappled until the swarm leaves their space. |
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7 |
A mass of caustic ooze appears, occupying a 10-foot square. If the mass passes through a creature’s space, the creature must make a Constitution saving throw or take 4d4 Acid damage and have their Armor Class reduced by 1 point until the start of their next turn. Creatures killed by this damage are dissolved. |
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8 |
A far larger swarm of rats appears, occupying a 20-foot square. The swarm is capable of climbing. If this swarm passes through a creature’s space, the creature must make a Strength saving throw or take 4d8 slashing damage and be restrained until the swarm leaves their space, as the rats overwhelm them and drag them to the ground. |
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9 |
A mass of burrowing vermin tunnel beneath the battlefield. Choose two creatures you can see within range. Both creatures must make a Dexterity saving throw or fall 20 feet into a 10-foot radius pit, as the ground collapses beneath them. This pit requires no ability check to climb out of, and remains after the spell ends. |
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10 |
A far larger swarm of biting insects appears, occupying a 20-foot cube. This swarm is capable of flight, and if it passes through a creature’s space, the creature must make a Constitution saving throw or take 4d8 Piercing damage and be deafened until the spell ends, as the horrid buzzing blots out all other sound. |
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11 |
A swarm of Stirges appears, occupying a 10-foot cube. This swarm is capable of flight. If the swarm passes through another creature’s space, the Stirges latch onto them, and begin draining their blood. The creature must make a Constitution saving throw or take 5 Piercing damage and 4d8 Necrotic damage and be Weakened. |
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12 |
A massive surge of vermin of all kinds appears. Choose two targets within 80 feet. Make a ranged spell attack. If it hits, the mass barrels toward each of them in one large surge, dealing 4d4 Piercing damage, 4d4 Slashing Damage, and 4d4 Bludgeoning damage. Additionally, they must succeed on a Constitution saving throw or be Restrained and Poisoned until the spell ends, as the mass completely engulfs them. Any creature reduced to 0 hp by this damage disappears, leaving behind only any magical items that were on their body. |
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13 |
An amorphous mass of Oblex Spawn appears. If this mass passes through another creature’s space, the creature must make a Dexterity saving throw or take 4d4 Bludgeoning damage and be Stunned for 1 round. |
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14 |
A small group of Cockatrices appears. This group occupies a 10-foot square, and if it passes through another creature’s space, the creature must make a Dexterity saving throw or take 4d4 Piercing damage. Additionally, if the creature fails the Dexterity saving throw, they must succeed on a DC 12 Constitution saving throw or be magically Petrified for 24 hours. |
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15 |
A small swarm of Cranium Rats appears. This swarm uses the stats of a Cranium Rat Swarm. It acts independently on your turn, and treats you and your party as allies. |
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16 |
A small pack of very confused Faerie Dragons appears. The pack is capable of flight. They occupy a 10-foot cube, and if they pass through a creature’s space, the creature must make a DC 14 Wisdom saving throw or take 1d4 Psychic damage and be Polymorphed into a random Challenge Rating ¼ Beast for 1 minute. |
* - (Four rat's tails tied together)
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