Level
6th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
Instantaneous
School
Necromancy
Attack/Save
CON Save
Damage/Effect
Necrotic
You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.
That's implying necromancy is inherently evil, which doesn't have to be the case. It might represent protection and freedom from death.
Exactly! Clerics have access to those type of spells to. What I was saying is that even good clerics can use necromancy spells that drain vital force. They must be able to protect themselves from attackers, so they have the ability to inflict a withering curse on foes that try to interfere with their faithful plans. But yeah, necromancy is not always destructive and evil, it is about controlling the force of death to your advantage.
The fact that this is tagged as a debuff is so funny to me. Like yeah, death sure is a debuff alright
If you're immune to disease, then first of all, you should be immediately cured, as being immune to disease would in any sensible ruling count as "an effect that removes a disease" for the purposes of "are you affected by this disease effect". But on a larger scale, I'd argue that you're immune to the damage of the spell entirely, as it explicitly states that the spell is caused by a disease you unleash - which they are immune to.
From "Inflict Wounds" to just...
"Harm"
I love Cleric Spell names sometimes