You call forth a forbidden and catastrophic curse, releasing an ineffable amount of malignant power to lay waste to the land before you.
When you cast this spell, you lose all of your temporary hit points. Roll a number of d10s up to your level.
- Arrange the dice from lowest result to highest.
- Take Necrotic damage (which cannot be reduced in any way) equal to each die’s result, one at a time in that order.
- If your hit points reach 0, you die. Remove any unused dice.
- This spell’s area, which is a sphere centered on the ground below you, has a radius equal to 10 feet for every die whose damage you took, and its radius increases by 5 feet every year until it is dispelled.
Blooming. Flora sprouts and sees itself grow truly wild to the point of hostility and corruption. All plants with an Intelligence score of 7 or lower within range and those which grow within range gain truesight (if they could already see), resistance to Fire and Psychic damage, and are Aberrations in addition to being Plants, and they mutate in grotesque and eldritch ways to match their new typing. Vegetation within this area fully regrows within 1d4+1 days. A creature moving through that area must spend an additional 5 feet of movement for every 5 feet travelled, and Medium or larger non-Aberrations which fly must make an Acrobatics check for every 5 feet of movement or be knocked prone. While within the foliage of the spell’s radius, Aberration have Advantage on Stealth checks to avoid being spotted, but not to avoid being tracked.
Suffocation. The air itself grows terrified and seeks refuge from the curse. All non-Aberrations within range must hold their breath at the start of the spell to avoid gaining a level of Exhaustion. Non-Aberrations can only hold their breath for a number of rounds equal to 1 plus their Constitution modifier. This Exhaustion ends after a creature exits the spell’s radius and spends 1d4 turns catching their breath.
Desolation. The creations of mankind realize the inevitability of their ruin and subsequent return to the earth. All structures and nonmagical objects within range are destroyed and crumble, potions dissolve and their bottles shatter, Constructs are unable to function, and all rations and other forms of food become warped, oozing strangely-colored substances, sprouting eyes of various recognizable creatures (many humanoid), teeth of all sorts, and small tentacles, all of which respond to external stimuli. The food is edible but tastes terrible and requires those who eat it to make a Constitution saving throw or become diseased with an illness of the DM’s choice or gain an indefinite madness. The maladies acquired can vary between rations, and two people sharing a ration could very well receive two completely different ailments.
Mutation. Even the animals twist and break to match the will of the horrid wilderness. All Beasts and Monstrosities with an Intelligence score of 6 or lower within range when the spell is cast gain truesight, resistance to Psychic damage, and are Aberrations in addition to being Beasts/Monstrosities, and they mutate in grotesque and eldritch ways to match their new typing. Beasts and Monstrosities with an Intelligence score of 6 or lower which enter the area after the spell has been cast gain these alterations after 1d4 days within the spell’s area.
Beasts, Giants, Humanoids, and Monstrosities with an Intelligence score of 7 or higher must make an Intelligence saving throw for every 12 hours spent within the spell’s area where the DC is 12 plus the number of times a creature has attempted this save. On a failed save, that creature’s Intelligence and Wisdom scores decrease by 1d4-1 to a minimum of 4. If their Intelligence score drops below 7, they begin to experience the mutations which affect other Beasts and Monstrosities. Creatures which have had their Intelligence or Wisdom scores decreased in this way regain 1d4 Intelligence and 1d4 Wisdom every day in which they spend no time within the spell’s area. The precise nature of the changes mentioned are up to the DM’s discretion.
Consecration. Despite the otherworldly corruption, some things have resolved to remain pure. Within range, Undead creatures with an Intelligence score of 6 or lower are not hostile unless provoked. Spells and other effects which would usually raise the Undead fail automatically.
You and your allies are not immune to the effects of this spell. The stress of casting this spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. You are unable to cast this spell again until the previous instance of this spell is dispelled by a creature you do not know.
Previous Versions
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