Spell Description

Your touch inflicts disease. Make a spell attack against a creature within your reach. On a hit, the target is diseased and poisoned for the duration of the spell.

At the end of each of the diseased target’s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer diseased, and the spell ends.

If the target fails three of these saves, the poisoned condition is replaced by one of the following effects for the remainder of the spell’s duration. The spell ends early if the diseased condition is removed from a target.

  • Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

  • Filth Fever. A raging fever sweeps through the creature’s body. The creature is weakened and has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

  • Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

  • Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature is confused while in combat.

  • Stinging Seizures. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

  • Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it must succeed on a DC 10 constitution saving throw or become stunned until the end of its next turn.

At Higher Level. When you cast this spell using a spell slot of 6th level or higher, the target has disadvantage on any Constitution saves while poisoned by this spell.

Contagion

5th level, primal (necromancy)

Casting Time

1 action

Duration

10 days

Range

Touch

Components

V,S