Rise of the Runelords world illustration - Fantasy theme
Fantasy

Rise of the Runelords

R
Ryvian

Varisia is a land of ancient ruins. It hides secrets of Thassilon.


Author's Note: The town of Sandpoint welcomes you with open arms—a place of quiet beauty, seaside charm, and a fresh start. But beneath its peaceful surface lies a hidden past. Forgotten ruins dot the countryside. Old tales speak of lost empires and forbidden magics. And recently, subtle signs suggest something is beginning to stir. From mysterious happenings in remote corners of the world to whispers of long-buried evils, fate is weaving your path into something far greater than you imagined. What begins as a simple journey will become a battle against the legacy of an empire whose sins still linger—twisting the world in unseen ways. Rise of the Runelords is a sweeping fantasy epic where ancient secrets rise to the surface, unlikely heroes are forged in fire, and the echoes of the past demand reckoning. Adventure awaits. The world is changing. Will you rise to meet it?
Played33 times
Cloned1 times
Created
159 days ago
Last Updated
8 days ago
VisibilityPublic
Contagion
NecromancyLevel 5
Contagion

Description

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target's turns, it must make a constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it. **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 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 behaves as if under the effects of the confusion spell during combat. **Seizure.** 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 is stunned until the end of its next turn.

Spell Details
Level5
Range1
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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