You open your mouth and exhale a cloud of debilitating spores that fill the air in a 20 foot sphere centered on you. Each creature other than you in this area must make a constitution saving throw against your spell save DC. On a failure, a creature takes 4d6 acid damage, and debilitating spores take root in their system. Roll a D6, on the table below to determine the spores' effect.
1. Sloth. The target's movement is reduced to 0.
2. Enfeeblement. The target's only deals half damage with weapon attacks that use strength.
3. Nerves. The target is blinded.
4. Sickness. The target is poisoned.
5. Atrophy. The target can't make more than 1 melee or ranged attack during its turn, cannot take bonus actions, and cannot take reactions.
6. Paralysis. The target is paralyzed
The effect lasts for 1d4-1 rounds, and an affected creature may also make a constitution saving throw at the end of each of its turns to end the effect.
On a successful save, a creature takes half as much damage and is unaffected by the spores.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
"Every spore, a part of me. A part of him."
- Meredin Hawthorne, Chosen of Montreal
* - (A rare petrified fungus worth 25gp)Previous Versions
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