You create a powerful and potentially deadly curse that spreads like an illness. You can infect a number of creatures within line of sight equal to your Proficiency bonus. Those creatures must make a Constitution saving throw, becoming affected by the illness. The effects will continue until cured by Greater Restoration or similar magic. If another creature comes into contact with an infected targets bodily fluids, they must also make the save against your spell save DC; becoming infected on a failure. Succeeding on a Saving Throw does not grant future immunity. Creatures that are immune to diseases have advantage on the saving throw. Undead creatures are immune to the illness but become carriers and can still infect others. When you cast this first level, choose 1 of the effects below that the illness causes. When cast at 2nd level or higher, choose 1 additional effect if it meets the prerequisitespell level, effects stack.
- Muscle Deterioration: Each day the afflicted must succeed a Constitution Saving Throw, reducing their Strength Score by 1 permanently on a failure.
- Exhaustion: Upon becoming afflicted the target rolls 1d4. They suffer from that level of exhaustion until cured.
- Visual/Auditory Hallucinations: At the GM's request, the afflicted must make a Wisdom Saving Throw as they hear and/or see Hallucinations that play on their emotions. On a failure, the afflicted can not tell reality from the Hallucination, and believe what that see/hear to be true. Some hallucinations cause anger or extreme sadness or fear, often causing the afflicted to act abnormally.
- (3rd. Lvl) Immunity Supression: At the end of each day, there is a 25% chance the afflicted will become infected by another random disease chosen by the GM.
- (3rd. Lvl) Stronger Strain: Spreads through physical contact. Creatures that come into contact with the afflicted's bodily fluids, they now make their Constitution Saves at Disadvantage as the disease is more concentrated there.
- (3rd. Lvl) Magic Feeder: The disease feeds off the afflicted's magical power. Every day at dawn and at dusk the afflicted loses 1d4 spell slots, starting with their highest level. If their last level 1 spell slot is taken this way, the afflicted creature must make a Constitution Saving Throw, dying on a failure.
- (6th. Lvl) Fever Coma: Each day the afflicted must make a Constitution Saving Throw, after 3 failures the target falls into a coma.
- (6th. Lvl) Illness becomes Airborne and can infect creatures within 15ft. that breath.
- (6th. Lvl) Extreme Exhaustion: Upon becoming afflicted the target rolls 2d4+2. They suffer from that level of exhaustion until cured.
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