🦠 Tier Null / Unbound Plague Spells 🦠
#1. Acidify: Cast on a body of water or alongside any water spell, and instead of water, it will become a corrosive green acid. Casting this at higher tiers allows it to affect larger bodies of water and allows higher tiers of water magic to become acid; also, amplifies the corrosive effects of the acid at each tier. A tier one caster could turn a mug of water into a mug of acid. A tier 12 caster can turn an ocean into an acid ocean.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: Yes.
🦠 Tier 1 Plague Spells 🦠
#1. Inflict Sickness: Cast on a target and they will get a minor, non-fatal illness that lasts for up to a week unless cured or dispelled by the caster.
Tier: 1
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: 12
Requires Concentration: Yes.
#2. Pestilent Dart: Conjures a fast-moving dart of virulent plague magic that homes in on targets and riddles them with a minor illness if it pierces flesh.
Tier: 1
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size and speed of the dart.
Casts Per Event: 12
Requires Concentration: No.
🦠 Tier 2 Plague Spells 🦠
#1. Pungent: Cast on a target, whether it be an object or an animate being, and they will begin to smell like a rotting corpse. The smell cannot be removed by non-magical means. This effect lasts for 15 minutes or unless the caster dispels it.
Tier: 2
Classification: ALTERATION
Maximize-able: Yes ; Extends the smell's duration to 30 minutes.
Casts Per Event: 11
Requires Concentration: Yes.
#2. Inflame: Cast on a target, and the area it was cast on will become red, inflamed, and full of pus for 5 minutes.
Tier: 2
Classification: ALTERATION
Maximize-able: Yes ; Extends the duration of inflammation to 10 minutes.
Casts Per Event: 11
Requires Concentration: Yes.
🦠 Tier 3 Plague Spells 🦠
#1. Rotten Armament: Imbues your weapon with plague magic for 15 minutes, allowing your weapon to either produce a poison and be coated with it, or be coated in deadly plagues that infect and sicken your foes. Can't be used with other spells that imbue your weapon with an effect.
Tier: 3
Classification: REINFORCEMENT
Maximize-able: Yes ; Increases the duration to 30 minutes.
Casts Per Event: 10
Requires Concentration: Yes.
#2. Summon Plague Familiar: Summons a putrid spectral animal such as a bear or a wolf to fight for you. This familiar cannot cast magic, but radiates a vile aura that can spread sickness and disease to those around it. The familiar possesses the level of intelligence similar to a tamed version of whatever animal is summoned, and is bound to the will of the caster unless attacked repeatedly by the caster. Familiars are also immune to physical damage but are able to be hurt by any magical damage, and last for 15 minutes unless defeated, banished, or dispelled.
Tier: 3
Classification: EVOCATION
Maximize-able: Yes ; Duration extended to 30 minutes.
Casts Per Event: 10
Requires Concentration: Yes.
#3. Poison Mist: Conjures a small poisonous green mist that can fully envelop an area 10m in size. This mist poisons those inside of it and is capable of slowly eating away at organic matter. While this effect is slow, it can fully dissolve / eat away an unarmored human in about two hours. Has no effect on inorganic matter. This mist lasts for 15 minutes unless the caster dispels it.
Tier: 3
Classification: CONJURATION
Maximize-able: Yes ; Extends the duration of the mist to 30 minutes, allows it to dissolved an unarmored human in 1 hour, and increases the potential size to 20m.
Casts Per Event: 10
Requires Concentration: Yes.
🦠 Tier 4 Plague Spells 🦠
#1. Lesser Vermin Bane: The caster emits a small puff of white mist from their hand. Harmless to most, but if used on a small to medium sized rodent, insect, or other vermin, they will instantly die.
Tier: 4
Classification: DESTRUCTION
Maximize-able: No.
Casts Per Event: 9
Requires Concentration: No.
#2. Lesser Locust Swarm: Conjures a swarm of up to 50 flesh-eating locusts that seek out targets of the caster's choosing. These locusts are about 5 inches long, and can cause varying damage based on how many attack a chosen target. The full swarm can strip a human down to bone in 5 minutes, but this requires all 50. The swarm lasts for up to 5 minutes, and every locust all carry a minor disease chosen by the caster that they will spread upon biting a target. The locusts are also scared of fire, and are weak to it.
Tier: 4
Classification: EVOCATION
Maximize-able: Yes ; Conjures up to 75 locusts, allows the swarm to last for 10 minutes, allows them to strip a human down to bone in 3 minutes, and removes their aversion to fire.
Casts Per Event: 9
Requires Concentration: Yes.
#3. Rotten Blast: Conjures a moderately-sized ball of plague magic that, upon contact with a surface, covers a small area of that surface in a bacterial colony, which can slowly spread. If this colony appears on flesh or another living surface, or if someone touches it, the target will gain 3 minor illnesses of the caster's choosing. If not removed or cleansed, the bacterial colony can last for up to an hour unless the caster dispels it.
Tier: 4
Classification: DESTRUCTION
Maximize-able: Yes ; Allows the bacterial colony to grow faster, last longer, and give living targets that touch it 3 moderately severe illnesses.
Casts Per Event: 9
Requires Concentration: No.
🦠 Tier 5 Plague Spells 🦠
#1. Decaying Blast: Conjures a large, infested ball of plague magic from the caster's hand that, upon contact with organic matter, causes it to begin decaying and makes the affected flesh slough off and rot away. Has minor decaying effects on inorganic matter.
Tier: 5
Classification: DESTRUCTION
Maximize-able: No.
Casts Per Event: 8
Requires Concentration: No.
#2. Putrid Thorn Whip: Conjures a large, bulky thorn whip riddled with disease and pestilence. This whip can be used to wrap around targets or strike them, and if the putrid thorns on this whip break skin, the target will become infected with diseases. The whip lasts for up to 15 minutes unless the caster dispels it.
Tier: 4
Classification: CONJURATION
Maximize-able: Yes ; Increases the size of the whip and extends the duration to 30 minutes.
Casts Per Event: 9
Requires Concentration: Yes.
🦠 Tier 6 Plague Spells 🦠
#1. Cloudkill: Conjures a deadly, poisonous green mist that can fully envelop an area 20m in size. This mist poisons those inside of it and is capable of slowly eating away at organic matter. While this effect is slow, it can fully dissolve / eat away an unarmored human in about an hour. Has no effect on inorganic matter, and also produces a very pungent smell. This mist lasts for 15 minutes unless the caster dispels it.
Tier: 6
Classification: CONJURATION
Maximize-able: Yes ; Extends the duration of the mist to 30 minutes, allows it to dissolve an unarmored human in 30 minutes, and increases the potential size of the mist to 40m.
Casts Per Event: 7
Requires Concentration: Yes.
#1. Summon Plague Elemental: Summons a Plague Elemental to fight for you. These elementals are capable of casting plague spells tier 6 or lower, but cannot summon other plague elementals, only plague familiars. Plague Elementals are capable of levitation and possess a small level of intelligence, but are bound to the will of the caster unless repeatedly attacked by the caster. Plague Elementals last for 20 minutes unless killed, destroyed, or banished.
Tier: 7
Classification: EVOCATION
Maximize-able: Yes ; Causes the elemental to only cast maximized versions of tier 6 plague spells and below, and now lasts for 40 minutes instead of 20.
Casts Per Event: 6
Requires Concentration: Yes.
🦠 Tier 7 Plague Spells 🦠
(Temporarily N / A)
🦠 Tier 8 Plague Spells 🦠
#1. Abhorrent Growth: Cast on a target and cysts, boils, tumors, and infected areas will appear all across the target's body. The growth continues for up to 5 minutes or until the target is fully covered, riddling the target with diseases and resulting in death within a day unless they are cured of their ailments. Has no effect on inorganic targets. If someone touches the infested target, they will also gain the same illnesses, albeit weaker and not as severe. Each cast of Abhorrent Growth can spread to up to 3 additional targets if the original target comes into physical contact with others and spreads the infection.
Tier: 8
Classification: CONJURATION
Maximize-able: No.
Casts Per Event: 5
Requires Concentration: Yes.
#2. Greater Vermin Bane: The caster emits a large puff of white smoke from their hand. Harmless to most, but if used on a rodent / rodent beastman or an insect / insectoid, they will instantly die. Also kills other types of vermin and pests. Damages thermagorns depending on their age, as thermagorns become much stronger the more they molt. If the target this is cast on is exceptionally powerful, they can roll to survive but be heavily crippled.
Tier: 8
Classification: DESTRUCTION
Maximize-able: Yes ; Allows for the mist to cause more damage to thermagorns.
Casts Per Event: 5
Requires Concentration: No.
🦠 Tier 9 Plague Spells 🦠
#1. Summon Greater Plague Elemental: Summons a fearsome, putrid Greater Plague Elemental to fight for you. These elementals are capable of casting plague spells tier 9 or lower, but cannot summon other greater plague elementals. Greater plague elementals are capable of flight and possess a small level of intelligence, but are bound to the will of the caster unless repeatedly attacked by the caster. Greater plague elementals last for 25 minutes unless killed, destroyed, or banished.
Tier: 9
Classification: EVOCATION
Maximize-able: Yes ; Causes the elemental to only cast maximized versions of tier 9 plague spells and below, and now lasts for 50 minutes instead of 25.
Casts Per Event: 4
Requires Concentration: Yes.
#2. Greater Locust Swarm: Conjures a swarm of up to 100 bloodthirsty, flesh-eating locusts that seek out targets of the caster's choosing. These locusts are about 7 inches long, and can cause varying damage based on how many attack a chosen target. The full swarm can strip a beorning down to bone in 2 minutes, but this requires all 100. The swarm lasts for up to 5 minutes, and every locust carries a severe disease chosen by the caster that they will spread upon biting a target. The locusts are also scared of fire, and are weak to it.
Tier: 9
Classification: EVOCATION
Maximize-able: Yes ; Conjures up to 150 locusts, allows the swarm to last for 10 minutes, allows them to strip a beorning down to bone in 30 seconds, and removes their aversion to fire.
Casts Per Event: 4
Requires Concentration: Yes.
🦠 Tier 10 Plague Spells 🦠
#1. Khrilz' Acidic Mist: Conjures a slow-moving acidic mist that can fully envelop an area 20m in size. This mist is acidic enough to fully dissolve an armored beorning in 30 seconds, and an unarmored one in even less. This mist is less effective on inorganic matter than it is on organic matter, but will still dissolve the surrounding organic matter. The mist lasts for 15 minutes unless the caster dispels it.
Tier: 10
Classification: CONJURATION
Maximize-able: Yes ; Extends the duration of the mist to 30 minutes and increases the potential size of the mist to 40m.
Casts Per Event: 3
Requires Concentration: Yes.
🦠 Tier 11 Plague Spells 🦠
#1. Bloat: Choose a target, and their body will begin to bloat and fill with virulent gases, many different kinds of plagues, and bacteria, until they eventually burst. Much less effective on nonliving targets such as automatons, but still causes gas buildup and can destroy them because of this. When a target bursts, this pestilence is spread through the air along with their body parts, and if someone touches this pestilence, they will also bloat, die, and explode. Each cast of Bloat can bloat an additional 2 targets if they touch the pestilence.
Tier: 11
Classification: DESTRUCTION
Maximize-able: No.
Casts Per Event: 2
Requires Concentration: Yes.
🦠 Tier 12 Plague Spells 🦠
#1. The Goal of All Life is Death: When cast, a greenish-black miasma instantly covers a radius of 200m around the caster. Over the course of the next minute, everything within this radius dies. First, the plants wither away and disintegrate, then the wind stops blowing in this area, then any buildings weather and decay into dust, then the living and nonliving things (like golems) disintegrate into powdery dust that gets blown away in the wind, and finally even the very earth gets turned into a cold, barren desert, after which the miasma clears. However, for 5 days, anyone who travels into this radius and breathes in the “dead air” meets the same fate as the rest of the initial victims. After this, plants and other lifeforms can grow back there.
Tier: 12
Classification: DESTRUCTION
Maximize-able: Yes ; Allows the spell to not only wither away life, but soul, demonic, and holy energy as well.
Casts Per Event: 1
Requires Concentration: Yes.
#2. Summon Icon of Jasastur: Summons the most powerful plague elemental, an Icon of Jasastur. This elemental is capable of casting every plague spell and can even summon other plague elementals, but it cannot summon another Icon. This elemental exhibits a moderate level of intelligence, but is bound to the will of the caster unless repeatedly attacked by the caster. An Icon of Jasastur lasts for 60 minutes unless killed, destroyed, or banished.
Tier: 12
Classification: EVOCATION
Maximize-able: Yes ; Causes the Icon to only cast maximized versions of all plague spells, and allows it to last indefinitely until killed, destroyed, or banished.
Casts Per Event: 1
Requires Concentration: Yes.