Wrath of Morass (5e Spell)
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3rd-level Conjuration | |
Casting time: | 1 action |
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Range: | 120 feet (60 ft Circle) |
Components: | V,S,M (a small chunk of lichen or moss) |
Duration: | Concentration up to 10 minutes |
A carpet of moss blankets a 60ft radius circle on the ground centered on a point that you can see within range. Creatures movement speeds are reduced by 5ft when walking or running on the carpet of moss, also when a creature first enters the zone or takes movement while on or up to 30ft above the carpet of moss, a puff of spores is emitted in a 5ft area centered on the movement and up to 15 ft in the air. Any creatures within this spore cloud must make a constitution saving throw or take 3d6 poison damage and are poisoned, choking on the spores with audible coughs or sneezes. On a successful save, a creature takes half damage and is not poisoned.
Alternatively, Wrath of Morass can be cast defensively. If cast over a period of ten minutes, the moss carpet covers an area up to the equivalent to a 120ft circle, in any shape the caster desires. This larger carpet functions identically to the standard casting, but deals 3d4 damage instead of 3d6
When cast in a forest or naturally warm and damp environment where moss grows well, the moss is difficult to see and compared to non-magical moss the spell effect is difficult to distinguish. A perception check vs the casters Passive Nature DC (10+ Nature modifier) must be made to notice this affected area, and perhaps understand the nature of this spell. The moss is also more potent in its natural environment, dealing one additional damage die of a type determined by the spell's method of casting.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the damage increases by one additional damage die for each slot level above 3rd.
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